Tag Archives: game audio

Berklee Online, Summer Semester, Week 6

These next two tracks were from my Berklee Online Summer Semester, Week 6 in Synthesis, Sampling, and Sound Design in Film Scoring.

Acid House Bass was an exercise to “create a TB-303 bass line … choose a subtractive synth and create a 16-note sequenced bass line … loop the sequence … make sure to automate the filter cutoff and resonance over time to change the timbre.” I automated the cutoff so that it would have a predictable, planned rise and fall, and then performed the resonance on my modwheel. Using the modwheel as opposed to turning a small knob made it a little easier for me to play a rhythm.

Terminator Drive, Stranger Glass was the assignment to “write a two- to three-minute piece of music using four arpeggiated parts that work well rhythmically together … use the film clips in this lesson to inspire you and incorporate any of the approaches and techniques that were mentioned … you are welcome to add synth pads or percussion, or any other instruments that you want, but make sure the arpeggiated parts are a significant element in the score.” I was inspired by the ostinato from the first Terminator film, the undulating bass from Drive, and the arpeggio from Stranger Things. I adapted the 13|16 ostinato from Terminator into 4|4 by adding a group of 3 and changed it into 10|16 by taking away a group of 3. I did the 4|4 version in my A section and then the 10|16 in the return of the A section at the end. I used arpeggiators with increasing layers of notes and range to build my moving lines. I was also inspired by Philip Glass, so in the B section I used one of his arpeggios (I can’t remember what it’s from), using a step descent bass progression that is 5|16 + 5|16 + 5|16 + 6|16. Throughout the entire piece there is a bell sound with an arpeggiator to make it pulse in a group of three 16th notes, tying everything together.

 

Berklee Online, Summer Semester, Week 5

These next three tracks were from my Berklee Online Summer Semester, Week 5.

Dancing Bells was the culmination of two exercises in Synthesis, Sampling, and Sound Design in Film Scoring using FM synthesis. The first exercise was to “Use your FM synth to create four different sounds from scratch … make sure each of the four sounds are unique … be as creative as you can … make them sound like something you’ve never heard before!” The next exercise was to “… create one of each of … a bass and a bell sound … spend time crafting each sound … create an eight-bar composition using the two sounds.” I focused mostly on the algorithm and a little bit on the frequency ratios.

Blade Runner Inspired was the assignment in Synthesis, Sampling, and Sound Design in Film Scoring to “Find a still image from the film Blade Runner online to use as an inspiration … create your own synth soundscape in the style of Vangelis that is one minute long … use at least three FM synth sounds as well as effects processing, such as reverb, delay, and chorus … try to depict the mood of the Blade Runner image with your music … avoid presets, and instead, create your own sounds from scratch.” I used a lush evolving pad for the cityscape in general, a bass patch that would pulse from left to right to represent passing police cars, high tinkling bells to represent the bright neon lights, and a lead for Deckard. For the bass I wanted something fat but also with some edge to it so that when it fades in it’ll add the bottom that’s been missing, but also cut through the mix. For the bells I wanted something that was bright with some shimmer, but not too piercing. I also turned the arpeggio into four separate tracks and panned them so that as the arpeggio ascends, it moves from left to right. When I was working on my pad sound, I stumbled upon a configuration that sounded like a synthesized saxophone, which I though would work perfectly for the noire vibe, so I changed gears and tried to get it as close to a real saxophone as I could (trying to simulate an instrument that needs a flow of air to start make a sound). I spent the most amount of time on my pad with three different LFOs and reverb, phaser, flanger, chorus, and delay, all at slightly different speeds so that it would slowly evolve very randomly. I used a very slow 12 bar blues for my form since I thought it would also work well for the noire vibe.

Indian Scenario was the assignment (begun in Week 3) in Stylistic Adaptations in Film Scoring to “Research the construction of Bhairav raga … write an original melody of about 30 seconds in length based on this raga … write a cue using the raga melody you composed for the previous lesson …  create a draft, and then I will give feedback; and the following week you will submit your final version, incorporating my feedback … I am providing a written-out description of a scene, with timings … construct a cue that is a hybrid of Indian and Western instruments.” Here is the list of scene descriptions with timings:

0:00: MX IN on a series of shots of Calcutta (this movie takes place in contemporary times). These will include shots of slums, wealthy areas, and religious shrines.
0:22: CUT to a small room in a home where several people are sitting and praying in front of an altar of Lord Ganesh.
0:31: the camera settles on a young man – this is Ram.
0:43: CUT to the narrow street outside as Ram is saying goodbye to his family.
0:50: Ram gets in to the car and drives away, turning around from the back seat to wave.
1:02: DISSOLVE to Ram in the back of a taxi driving across the Triboro Bridge into New York City. He is pensive, but here is a lot of motion in the camera work; kids playing in the street, people walking, people talking outside shops, etc.
1:18: the car pulls up to a fancy brownstone on the Upper East Side.
1:26: Ram sits in the car and looks up at a security camera mounted by the door. He gets out of the car and at…
1:37: the door is opened by a large, threatening looking Indian man wearing pleated slacks and a tight golf shirt.
1:43: the man frisks Ram.
1:51: Ram walks into a very modern techno looking office where a young, educated-looking and upper-class thirty-something Indian man sits behind a desk. This man is very slick and really clearly sleazy in a well-dressed way. They shake hands and then embrace, and…
2:14: MX OUT as Ram settles into a chair and they begin to talk.

Early Synthesis and Sampling Assignments

These four tracks were from my Berklee Online Summer Semester, Weeks 1 to 4 in Synthesis, Sampling, and Sound Design in Film Scoring.

A Single Sound was my Week 1 assignment to “create a 30-second piece of music using the provided audio file as the only sound source … Use the tools in your DAW, such as volume automation, pitch shift, editing/chopping, and panning in order to create a piece that develops over the course of 30 seconds.” The original sound was just a single synthesized sustained pitch.

Synth/SciFi/Horror/Classical was my Week 2 assignment to “create a piece that’s under one minute long using the subtractive synthesizer sounds that you created … in a style that is similar to the Doctor Who theme, or to the music from A Clockwork Orange or Halloween.” I wanted to combine elements from all three styles, so I incorporated the driving bass groove, portamento melody, and song-like structure of the Doctor Who theme, the high percussive ostinato with half step movement for dissonance and driving hihat 16th notes of Halloween, and the use of classical themes played electronically from A Clockwork Orange. I made closed and open hi-hat sounds, a bass sound, a lead sound, a pad sound, and a high plucked sound (for the role of the piano in Halloween). There are four different classical themes that I mashed up, see if you can spot them!

Chariots of Apocalypse was my Week 3 assignment to “make a one-minute long piece with a minimum of four sounds that you’ve made … (use the LFO, filter, LFO envelope or filter envelopes, and automation to create movement in all four of the sounds) … in the style of either one of the films Apocalypse Now, with its experimental and mysterious undertones, or Chariots of Fire, with its magical, inspirational mood.” I wanted to start with a reference to the optimism of Chariots of Fire, but then transition into something along the lines of the relentless military march ostinato from Apocalypse Now. I created a bass, a pad, a lead, a hi hat, a timpani-type sound, and pitch risers.

Casino Royale Car Chase was my Week 4 assignment to “find a short film clip with a scene that is around one minute in length … create your own ambient synth soundscape for the scene … using multiple oscillators that are layered and that represent the mood, feel, and pace of the film clip … any additional layered ambient synth parts with movement using tools such an LFO, envelopes, or automation … any combination of effects … such as reverb, delay, chorus, flange, or phase.” I thought adding tension as opposed to “action” scoring (like in a fight scene) would work well. I wanted to have a change from when he is outside the car and starting the car to when he is actually driving. This ended up also being an exercise in composing around loud sound effects.

Genre Reels

In my Berklee Online Spring 2022 Semester Professional Film Scoring Skills 2 class I had to create reels for a variety of genres to show potential clients. I had to have a total of five reels: a general reel, a horror reel, a comedy reel, an electronic reel, and a fifth reel that was my choice. By the end of the semester, each reel had to have at least eight tracks. The first assignment was to put as much of my preexisting music as was relevant so that I could get feedback from my professor. Some of my tracks were too long (they shouldn’t be any longer than two minutes), some of my mockups were not up to par, and some reels just didn’t have enough tracks in them. I worked to implement this feedback throughout the semester.

Circus Clown (my rescore for He Who Gets Slapped), and A Date with a Ghost, (my score for Date) were two tracks for which I created new and improved mockups. A Mouse and an Elephant and Quirky Waltz are two brand new tracks that I composed to meet the requirements for my comedy reel.

Most of the tracks I’m not going to post because they are either short clips taken from one section of much longer tracks or a slightly shortened version of a track that was a little bit over two minutes. If you are interested in listening to any of these tracks in their “new forms” you can follow the links here: Classical/World/Electronic Hybrid, Cold and Hollow, Dracula’s Tomb, Electronic Groove with Drops, Floating in Space, Haunted House (from Complements IV), Lobsters, A Prophesy of Auras (from Aura), Sci-Fi Car Chase, Space Shooter, Suspense (from Complements IV), and Synthia. If you want to listen to any of my complete reels you can follow these links: Classical/Rock/World Music Hybrid ReelGeneral ReelHorror Reel, Comedy ReelElectronic Reel.

The Elements: Earth, Water, Fire, Air

At the beginning of October I participated in Video Game Music Academy‘s, 7 Days of VGM. The goal is to “write at least 2-4 bars of new music everyday for 7 days straight.” It starts on the 7th of every month, and October’s theme was “The Elements.” Every day a different element was presented, along with a short phrase to use as a composition prompt:

1. Earth (Song of the Earth Mother)
2. Fire (Burning Destruction)
3. Air (Soaring on the Wind)
4. Water (Peace and Tranquility)
5. Wood (Lost in the Forest)
6. Metal (Forged of Steel)
7. Aether (Mysteries of the Void).

Unfortunately, I got a late start and also had a few other hang-ups throughout the week, so I wasn’t able to do the last three, but at least I was able to finish the first four, more common elements. Originally, I posted them on social media in the order that they were presented by VGM Academy, but here I’ve presented them in “ascending” order: Earth, Water, Fire, Air. I hope you enjoy them!

 

Global Game Jam 2017

On the weekend of January 20-22, I participated in another Global Game Jam at the University of Denver. I did music and sound effects for the game Bass Cannon: Cogs from Space Hell, made for the Oculus Rift VR headset and Oculus Touch Controllers. You use three guns to shoot sound waves at different colored vases, that only shatter under specific frequencies. Check out a sample of the music under “Compositions” to the right.

Jungle Jeep Chase

A while back, I joined a group on Facebook that does competitions for composers every few weeks. This was the description of the most recent challenge:

A Jeep chase through the jungle, enemies starting close behind you, then falling out of sight. Just when you think you are safe, the enemies approach you from a place you didn’t expect!

The ending should tell us the story of how the chase ends!

My submission, Jungle Jeep Chase, won!

Check out the write-up that Sam McLean did on his website. You should follow him and listen to his music, too. It’s great!

Rope Ninja Suite

A while back I mentioned that I wrote some music for the (soon to be released) game “Rope Ninja.” Not all of the music was used, so I decided to arrange all of the music I had written into a loose narrative of the game. A Rope Ninja Suite, if you will.

First there is the opening title, then music for Level 1 (flute melody), until the first boss approaches. On the first try, our hero is defeated, but immediately tries again, more experienced and confident, and this time is triumphant. The music continues in Level 2 (cello melody), but before long the final boss appears. After an intense battle, our hero is once again victorious. The piece closes with a combination of the music from Levels 1 and 2 (flute and cello melody).

Global Game Jam 2015

This past weekend  (1/23/15-1/25/15), I participated in the Global Game Jam at DU.  I had the opportunity to compose music for two great games, made by two great groups of guys!

Space Drone was written for Memories of Earth, and Space Shooter was written for Invaders from Sector 255.  Under “GAMES” are links to the game profiles, and in the media player are recordings of the music.  Enjoy!