Are you looking for a music guy as well? Here is my portfolio: https://cheng-composer.vercel.app/
Colin5887
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Hey there!
I'm an experienced composer with a track record of participating in numerous game jams. I bring a versatile set of skills to the table, capable of creating diverse tracks to enhance the atmosphere of your game. Whether you need thematic, soothing, or epic music, I've got it covered.
Here is my portfolio if you're interested: https://colinc5887.github.io/
I'm not looking for perfection or an all-star team. The essence of a game jam is the creative process and fun. Not necessarily the creation of a masterpiece. I'm open to working with people of all skill levels, and what's most important to me is our collective commitment to completing a game during this jam.
If you're a team of developers, artists, and designers dedicated to creating a game that stands out, I'm ready to lend my musical expertise. Let's embark on this game jam journey together, and together we'll create something truly extraordinary.
Contact me at Colin#3143 on Discord or reply to me here. Let's get started on this exciting adventure!
Hey there!
I'm an experienced composer with a track record of participating in numerous game jams. I bring a versatile set of skills to the table, capable of creating diverse tracks to enhance the atmosphere of your game. Whether you need thematic, soothing, or epic music, I've got it covered.
Here is my portfolio if you're interested: https://colinc5887.github.io/
I'm not looking for perfection or an all-star team. The essence of a game jam is the creative process and fun. Not necessarily the creation of a masterpiece. I'm open to working with people of all skill levels, and what's most important to me is our collective commitment to completing a game during this jam.
If you're a team of developers, artists, and designers dedicated to creating a game that stands out, I'm ready to lend my musical expertise. Let's embark on this game jam journey together, and together we'll create something truly extraordinary.
Contact me at Colin#3143 on Discord or reply to me here. Let's get started on this exciting adventure!
Hi dhdylan, does your team need a music guy?
Here is my portfolio: https://colinc5887.github.io/. Hope it fits your game.
Hi WIP, are you looking for a music guy as well?
I've been making music for several years and here is my portfolio: https://colinc5887.github.io/
Not sure if the music fits your game.
Making music is completely different from making an OST.
The better the game is, the less dominating the music should be. Back to the SMB age, the game is simple and the composer can use attractive melodies to boost the playing experience. But in BoTW, the soundtracks are more like decorations. The usage of BGM is, well, just to add some ambient sound so the game is not that quiet. And the player may focus more on the gameplay.
I tend to not use brass and heavy percussion in soundtracks. At least not playing them for a long section. They are so attractive. It will distract the player from playing. And, sadly, if play it for a bit longer, it would be even more annoying. "Hades" for example, uses electric guitar a lot in its tracks. However, it lowers the loudness so it won't distract the player.
I completely agree that your tracks are well-made. They are emotional, they are well organized and I like the sounds you picked. I'm just a bit concerned about how they work in a game.
For most of the tracks, I cannot imagine how they can be looped. The difference between music sections is so large. I'm not sure how they feel in a real game
"Setting Sail" for example. the first 2/3 is in an epic sound, The brass and percussion really make it good. But suddenly, it goes quiet. I'm not sure why they differ so much and how a game scene could use it.
Maybe you're making a sound for the cutscene or the player is programmed to reach a certain point at exactly the time when the music changed.
Maybe you've combined two tracks into one. "Waves, Pirates & Sea Monsters" for example, I will cut it into two tracks, one is "Waves, Pirates & Sea Monsters (Loop)" and a "Waves, Pirates & Sea Monsters (End)" so the developers can use them more easier.
I think my concerns are more in "how the developers are going to use them". They are not loopable. Neither is the music structure nor the music design. That's why I said, "they sound more like tracks for movies instead of a game".
Glad you like these tracks.
For the "change in dynamics" of day and night tracks, it is intended to keep them low. The player may keep sailing for 10 or more minutes in that scene. Keeping a lower contract between sections is a method not to get bored.
Also, as ambient music, it is designed not to add sharp changes to the music. The best ambient music for a game, is, well, just like white noise. It makes some noise and not that noticeable to the player. Honestly, compared to "Elder Scroll", my tracks are not that "ambient".
It definitely needs help from programmers. It is them to control when and how to play the tracks. I know very little about this part.
As for the soundtracks, just make sure the tracks have
- Same tempo
- Same melody
- Same duration
My experience is:
- Create a track first, do whatever we like at this point
- Make a duplication and change the instruments, the broken chords, and increase or decrease notes by octaves.
- Mixing and mastering.
In the last GMTK jam, I made one track with 5 variations so they could fit 6 different minigames. You can find the game and soundtracks here: https://basswastaken.itch.io/gamejam-2022-entry
Glad you like it.
For the Night Calm and Night Battle, that's not a re-use. It's by design. In the game, when there is no enemy in sight, it plays the Night Calm. But when the enemy (tentacles) appears in the screen, it will fade into the Night Battle from exactly the same point. The same design goes with Day Calm and Day Battle.
Well, when I refer to "LR balance" it's similar to "panning" but not exactly the same. Yes, it's about positioning the instruments so we have a better stereo effect. But for "LR balance", it's more like "balance the loudness of the left and right channel so they are the same".It's nothing with the stereo field.
For the loudness, I still prefer to make a final check when mastering. During the mixing step, we could try to make them the same but there is no guarantee. We can always make some mistakes and leave one track a bit louder than the other. Setting all 6 tracks in a row and checking them one by one is a lot easier than setting the loudness in each track.
You definitely need to master them if you want to make more than one tracks.
Mastering has several levels:
- The basic level should be making the tracks similar. At least, you need to make the music the same loudness.
- Next level, it's time to fix the issues you missed during mixing. Say, LR balance, dynamic balance, etc.
- Even further, you can adjust the tonal balance and others, just to make it a bit better.
Relax, it's just a jam, a game, a chance to have fun. Don't be too stressed. Do whatever you could.