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Music and Audio Gamejamming!

Blogs > ImbaTosS
Post a Reply
ImbaTosS
Profile Blog Joined January 2009
United Kingdom1707 Posts
January 14 2016 16:02 GMT
#1
[image loading]

Well, this post is way overdue. I hope you had a happy Christmas, New Year or whatever you have wherever you are, but I'd be lying if I said I hadn't delayed this post just to avoid having to include something festive. Skillfully avoided, no? On to topic.


Ludum Dare Gamejam


The Task

Classic gamejam. Our team- myself, and a group of three Russian developers from Moscow whom I met on Twitter, with a long weekend to make a game from scratch using the given theme, and have it ready for release!

The Music



Secondary ambient music-
+ Show Spoiler +


Also available on Soundcloud

My job was music, if you hadn't guessed. When asked beforehand if I would also handle all sound-design, I immediately said yes, because you always say yes! What this actually meant didn't dawn on me until later, when I started to consider the ramifications. The compulsory themes for the game are not released until the start of the event, making any significant preparation out of the question, and even then are extremely broad. If I said “two button controls” and “growing” to you, would you know what game your team of almost complete strangers would create? Still though, I was comfortable with the challenge and was ready to learn and innovate, fast!

After a slow start, a Skype conversation and two screenshots gave me enough to go on for palette and basic samples for the sound-design. It had become a game of assembling components on a motherboard to achieve the highest possible score, without time pressure. In fact, both the lose and win conditions were entirely uncertain at this point. On seeing the retro styling from the screenshots the building interaction click sounds from BroodWar had instantly occurred to me, and in a flash of brilliant coincidence they had also occurred to one of my fellow designers. This wasn't a hard influence to agree on and spilled over very readily into the music, though I'd be lying if I said I hadn't already wanted it to be guitar-based.

Musically I wanted to capture the idea of working late in a tech lab and as the game is a card/puzzle concept and isn't time-pressured, it needed not to create a sense of stress. Still though, it did need to feel a bit tense and somewhat dark- picture working alone in a dingy lab with just a desk lamp and a computer. The prog rock, Pink Floyd-ish influence is purely instinctive, but apart from fitting the atmosphere I think it comes from my own computer building and the music which always accompanies it. Building and altering my PCs has always been a time to embrace my full inner nerd (not that I don't on any other day really), and the atmosphere of the game therefore partly tells the experience through my eyes. The way in which my perspective becomes embedded in the final result is always a fascinating aspect of scoring for a film or game.

Just for fun, see if you can hear any extra, perhaps unwanted sounds in the background of main track and particularly in the intro. This is in fact my girlfriend eating her morning porridge. Ah, the joys of working at home! Listening closely you can hear the sound of the spoon scraping the bowl. Bless her. She also made it into the game more deliberately as the computer speaking voice.

The ingame interaction sounds had to feel satisfying upon playing to make the interface engaging- the whole game really is the interface between player and hardware. Always favouring total control over the sound world I'm creating, I wanted to be making all sounds from scratch. I made the insert sounds nice and clunky so as to be satisfying, blending samples with synthesis to create the unique sound identity of each component. The sounds for each component are a little loose, but seem to do the trick. RAM, electrical buzzing. Graphics, big fan, powerful component. You get the idea. I threw together a short video to demonstrate these, and there's more below on the ins and outs of actually making them.



The Process of Making

+ Show Spoiler +
Though I was up and ready at 7am, as there was no game concept until late afternoon, I had effectively nothing to work on for about half the working day. This was predictable in hindsight and I'll definitely consider it next time. So, I ate my morning porridge and hung around. When we had eventually spoken, I began straight away putting some sounds together. I built a sample library of placing/clicking sounds, which came from clicking, switching, pushing and pulling everything on my guitars. Each sounds different. I recorded the clicks from pickup switches, turning the whammy bar screw, jacks going in and out... anything I could get.

+ Show Spoiler +
For those a bit guitar nerdy- the Ibanez egen18 has a fully floating bridge, which therefore has a big spring in the back. Every time the jack goes in or out, the spring reverberates, which the mic heard and was great for slot inserts as if a spring holder clicks into place.


These sounds were actually perfect, and formed the entire basis for the interaction. This was combined with my trusty free synth which I have had for years, and know back to front, which means that though it's a bit limited compared to some of the more exciting stuff out there I can pull all kinds of sounds out of it, and in combination with amplitube it makes a cool little sound-design synth, as well as a musical one. And talk about value for money- this little thing has been in an amazing amount of my music so far, in many different disguises.

The computer speaking voice was actually my girlfriend's idea, which I liked so I recorded her, and multitracked and processed the voice to make it sound computer generated. I thought it came out very well, and gave the interface some definite extra jazz. She's all over the soundtrack in one way or another! And yes, I think it does come out sounding a bit like the command center woman from BroodWar. I just like it, okay...

At the end of the first day I had samples to send over and which were well-received, so I was happy with my direction for the next day, and that my samples and approach to the sound design would be good enough.

Second day, I had to get the music direction sorted since everyone else would be at work on the final day, and I would need that time to make the polished final ambient tracks. This meant less time for my morning porridge, but I prefer having more to do rather than less. Got scribbling music and came up with as much as I thought I needed, and put together a small sample. I had instinctively wanted the guitars in there since I first heard the concept, so I didn't bother fighting it, figuring that it would work nicely and give a nice human side to the music which many games possibly wouldn't have. I knew this meant I would have to be writing, learning and performing in a very limited space of time, and though this felt a little edgy it wasn't nearly enough to put me off. They liked the sound of the demo, having issues only with the structure, which was all good. At around this time they also got a full list of required sounds over to me, so I was happy to go back then and spend the afternoon finishing off all the sounds.

What's great is using a whiteboard at this point. Just organising what needs doing and what's done in my head never goes very well. Spreadsheets are not something I enjoy using. Text documents are messy. So, whiteboard is perfect. Actually, pretty much everything in my life goes on my whiteboard these days, but that's another story entirely.

[image loading]

Simple, but really helpful, and kept me on purpose. So, I hit the sounds and got them to a good place. This left me with hundreds of individual tracks, mostly stock sounds which I'd made, so the next day I saved everything I would need need for the ambient music and sound as presets which could be dropped into a new project, and booted up a clean new Cubase project.

The final day was about my writing discipline- write it all, then record. No jumping backwards and forwards or getting bogged down in half baked ideas, as there simply was no time for that. My daily practice in composing over the last couple of months certainly played a big part in helping this go along super smoothly, and by the time the rest of the team were back from work I was well along the way, and had them a cleanly produced track before the evening wore on too long. The time-pressure definitely had an impact on those breakfast sounds sneaking in at the beginning. A good take is a good take!

I was really happy here to be working with good monitors, I must say. Teamliquidans (or whatever we're called) who advocated me getting some new speakers and heard some of my productions beforehand, I hope you can hear the difference in the end result. I really thank you for your input on that.

All that was left was to make sure all the sounds were standardised to avoid any weird volume issues, and to get it over to the team when they were ready. Since they had been at work all day, things got really late for them. I was actually very glad to be three hours behind them since I really don't function well at 3am. At about midnight my time, we were all happy with where the sound and integration was, and I could head to bed, anticipating waking up to the results of the weekend's work the next day. It's always cool to hear how things come together when you've worked relatively isolated from the rest of the project, whether that's in a game or a film. There is something particularly awesome though about interacting with the sounds in the format of the game, and a satisfaction to experiencing the sounds as cohesive elements of the whole.


The team leader for the event did his own "postmortem" on the event, which is cool and you can check out here.

And of course, you can and should play the game! With a little patience to understand the concepts and how it actually works, it's a really fun little game and quite addictive! Check it out!

I'm not convinced that it fits the themes particularly well, but hey, I'm not too worried about that. It's good fun nonetheless.

Thanks for reading, watching, and perhaps even playing! Keep an eye on me over here...

Soundcloud: https://soundcloud.com/motekeatinge
Twitter: https://twitter.com/MoteKeatinge
Youtube: https://www.youtube.com/channel/UCcOF4f_FVJzmiiYz29nGjUg
Website: www.motekeatinge.co.uk

***
EleGant[AoV]
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
January 15 2016 01:07 GMT
#2
Hmm how to make boss musicz !?
People are imbeciles, lucky thing god made cats.
FFGenerations
Profile Blog Joined April 2011
7088 Posts
Last Edited: 2016-01-20 20:36:15
January 20 2016 20:27 GMT
#3
2 button control + growing to me is a seasaw sort of game where you grow trees by pressing left/right
that was my immediate thought
then i realised totalbiscuit critiqued a game recently where you press left/right to chop down infinitely tall trees whilst dodging their left/right branches

anyway im back up there reading again^

man that terran theme/song2 is super cool, especially when it comes in with computergftalking. i would def have it in my game

i dont know anything about sounds but i pointedly marvel at whatever genius came up with the sound effects for dota2 , they are incredible

maybe i will aim to become a game environment artist in the future so its cool to hear about gamejams involving artists
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
ImbaTosS
Profile Blog Joined January 2009
United Kingdom1707 Posts
January 24 2016 14:08 GMT
#4
If you want to be an environment artist, I would say game jams are likely a good way to get some quick'n dirty practice! Are environment artists in high demand, or is the industry more saturated with visual artists, like it is with composers?

What kind of art do you do these days?
EleGant[AoV]
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