Hey guys, check this out! I have just finished a dark suspenseful action orchestral soundtrack and an animated video that goes with it and I am so proud of it ^^
Edit: Made some changes after having read FFGenerations' post :D
@kronen I like your suggestions too but it would take a long time to implement it. Besides, I have already intended on improving the 0:49 section.
As you're tiering the entrances and the fleshing out the strata, play around with having voices enter at some other point than the every 4 (or 8?) bar marks. Anything you can do mix up the entrance pattern in interesting ways keeps the ear a bit more engaged as we don't know quite what to expect next. You can also play around with plaintive woodwind obligatos that don't need to repeat in the mix. But if you're goal is background music for gameplay then keeping the entrances regulated is perfect as you're not distracting too much from the gameplay experience. Very nice! Really liked the instrument package you used! Sounded really good! The video was pretty cool too! You do all the art for it as well?
my only crictism (and im not critic) is i would prefer if the "attack" (or cast point) of whatever that instrument is to be more immediate. you probably understand
the other suggestion i have is at 49 sec where it goes to different note, i would fiddle with that to make it lose a bit less energy at that part, it loses a little too much imo. i feel like ive heard similar times that is used in music but done slightly better (maybe add a high chorus note to it, idk )
Cool stuff! First half sounded like a Hitman 2:SA track then morphed into Battlefield 1942 sound/ some modern WW2 movie sound
I have to ask, is this designed more for a video/film or an in-game track? The post above kinda confirmed my observation that film and game tracks have different 'structures' (I just like listening to these things.)
Thank you everyone! ^^ I am really happy that you guys enjoyed it too!
On June 05 2016 03:27 Kronen wrote: Very nice dude! Liked it very much!
As you're tiering the entrances and the fleshing out the strata, play around with having voices enter at some other point than the every 4 (or 8?) bar marks. Anything you can do mix up the entrance pattern in interesting ways keeps the ear a bit more engaged as we don't know quite what to expect next. You can also play around with plaintive woodwind obligatos that don't need to repeat in the mix. But if you're goal is background music for gameplay then keeping the entrances regulated is perfect as you're not distracting too much from the gameplay experience. Very nice! Really liked the instrument package you used! Sounded really good! The video was pretty cool too! You do all the art for it as well?
Hey, I remember that you studied music
Thank you, good points! I didn't think of doing that (voice entrance and obligatos). I just made a piece for fun as I am still learning how to do things. This is like the 5th orchestral track I've produced. I googled around for the art, but I did the animation myself :D
On June 05 2016 04:36 FFGenerations wrote: ah man that was great!
my only crictism (and im not critic) is i would prefer if the "attack" (or cast point) of whatever that instrument is to be more immediate. you probably understand
the other suggestion i have is at 49 sec where it goes to different note, i would fiddle with that to make it lose a bit less energy at that part, it loses a little too much imo. i feel like ive heard similar times that is used in music but done slightly better (maybe add a high chorus note to it, idk )
fucking hell you're right, I just noticed it while replying to your comment i have an entire drum track that addresses that problem and supports the track later on but it was muted while I was trying to fix some timing issues at the final stages and I forgot about it -.-" I'm going to reupload
On June 05 2016 19:11 pebble444 wrote:I thought i had posted...i think i didn' t hit the button;This is a great piece of work; never heard anything like it
Thanks! I got several important ideas by accident too! Hahah
On June 06 2016 03:46 Just_a_Moth wrote: Good stuff! There's a brief part at the beginningish that reminded of Warcraft 2, which is cool.
Wow, nice. I think this would be quite fitting for a dramatic chase scene. The video is cool, and synced nicely to the track, however I believe the overall impression would be even more powerful with real photographic imagery which has a lot of camera movement in it, to support the overall feeling of restlessness.
On June 06 2016 07:25 perestain wrote: Wow, nice. I think this would be quite fitting for a dramatic chase scene. The video is cool, and synced nicely to the track, however I believe the overall impression would be even more powerful with real photographic imagery which has a lot of camera movement in it, to support the overall feeling of restlessness.
Danke schoen!
Yeaa, definitely! Maybe one day if someone collaborates with me I'll have an interesting video