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Blogs

  Getting/Making Game Music that Fits - Classic Genre Series - Scifi-Shmup!
by Harry Mack on 06/18/12 06:09:00 pm
3 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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All systems alert! Composing to commence in three, two, o-error! Milestone detected!

In this entry, I will be talking about the art and techniques of composing for future-tech, sci-fi, arcade-like shooter games. The kind of game that gets the blood pumping, there's plentiful explosions, enemies flying across the screen... all set to a fast-paced soundtrack that just won't quit.

Iconic Space Battles

A lot of sci-fi arcade shooter games draw inspiration from techno. That would be where to start, but metal and electronica are also great considerations. Youtube these to start getting to hear what sound patches you can use for your compositions. If you're looking for a more retro title (who could forget the awesome soundtrack to Star Control II?), mixing in chiptunes and other low-fi samples would make a fine choice. Look for games similar to your design and know your target platform. A casual game for the iPhone is going to sound a lot different than an XBLA title. 

Tempo Tips

Heavy accents on every beat in an allegro, 4/4 time signature creates the energy necessary for a gamer to fly into the dangerzone (I think I just dated myself!). Super-fast 1-beat triplets at the start of a phrase are great to use four in a row for a measure, quickly followed by slower quarter, or half notes in the next. In the last beat of a melodic phrase, tear it up with quick sixteenth notes right before you move into your next melodic motif.

Instruments of Mass Destruction

Electronic music has a wide variety of samples to reinforce a sci-fi, high-tech feel. Start with a synth bass, an electric piano, metal guitar strums, and a vicious techno drum kit. If you throw in synth strings occasionally, it will really up the production value by giving it a more orchestrated and professional vibe. An electric guitar as the lead melody works well depending on the game, otherwise try synth brass stingers behind a more subdued electronic keyboard.

Upgrades and Powerups

Anything buzzy should go through a resonance filter sweep. Keep a bit of the buzz at the tail end and then fade out.

Start in a minor key, but play with the relative major often. This gives a forward-moving drive to your melody so that it doesn’t feel like it sits.

Try multiple, different bass samples playing your composed bass line. At key moments in the song, take another synth bass and layer it on a couple octaves higher.

Parting thoughts… before you insert coin to try again

It’s always best to take a large sample base and listen, listen, listen. Hear what the market is looking for and keep in a pile the types that may work for your game’s audio design. Remember to be creative and original in your scores, to only draw inspiration from sources. While there are no easy schematics for crafting exciting space battles or robot invasion music, this entry should give you a jumpstart to power up your compositions!

Harry Mack is an audio designer with more than 10 years industry experience, composing video game music and sound effects for over thirty titles. Examples of his latest work and samples are available at www.harrymack.com.

 
 
Comments

Darren Tomlyn
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But... But... But I write CELTIC music... :p (It's not the same without an accordion ;) ).

TBH - for the game we're trying to create atm, I'm probably going to have to 'synth' it up, but I might try a few effects and processes here and there on some of my Celtic instruments - just to see how they fit... (I don't really do 'dance' music at all, though, so it'll probably be closer to rock music than anything).

Harry Mack
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A celtic-inspired shoot'em up track? Please send a link when you're done, I have to hear it!

Darren Tomlyn
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Well, we're still trying to figure out exactly what engine we're using, first - (Blender developed some problems, so we're having to switch - probably to Unreal, since we have some (small) experience of that already. (We're going to try and make a little Freelancer-clone if possible)).

I've got two albums written so far - though I'm trying to finish one, before getting round to fully producing the other. (The first album I wrote is better musically, but has no production at all and sounds really bad, whereas the second sounds better but I don't think is as good musically...). I've tried to write a couple of orchestral pieces, but I don't think I'm good enough to arrange them properly - (and I don't think my orchestral package(s) are really all the great either - though I do like the pipe-organ, (not that my current organ piece is much to write home about either - since it's just something I threw together, (but then, that can be applied to most of my music ;) ).

I've got some other music that I think I could re-arrange that might be suitable for the game we're working on, but I'll have to trawl though a lot of instruments to find the sort of sounds I'll need to do it 'right'.

I've got some music online on my myspace site - (myspace.com/darrentomlyn) - but it's all WIP, still.


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