Huge!

HUGE! from Brandon Thomas Irwin on Vimeo.

This video easily signifies my greatest work, to date.  Brandon gave me a spoken-word version of the poem over a year ago, and asked me to write music, because he was going to make a video for his girlfriend, Abbey.  He didn’t know, at the time, that he was going to propose, but I knew exactly what it was going to be when I listened to it.

I haven’t talked about this, because it was supposed to be a secret.  I’m still not sure how Brandon got Abbey to be in a couple of the scenes without her being wise to it’s end purpose, but I’ve gotta say, it’s pretty awesome.

Eric Santoro played drums, but, otherwise I wrote, sequenced, and recorded all the music.

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Global Game Jam, 2010

This last weekend I had the privilege to participate in the 2010 Global Game Jam, held at our local branch of ITT Tech building.  It was a lot of fun, overall.

This year’s theme was “Deception,” and the area restraints were “Trades, Raids, or Maids.”  Some teams were formed before the opening night, which I feel took away from the overall experience, but those teams still had the experience of cranking out a game in 48 hours.

I was officially part of one team–made up of Tim Tillotson, Mark Schmelzenbach, and Jacob Kinney– at the start, with a self-imposed time limit of being done at Saturday by noon, which worked just fine for me, because I wanted to do audio for as many people as I could. We cranked out as much as we could, and when noon came around we saw that we weren’t close to finishing our project, but we saw an end in sight, so Mark and Tim both agreed they could work ’til 3, which we worked to and had to simply cut our losses; it was close, but it still wasn’t a playable game.  With Tim saying he was going to work on it a bit more that night –which he did– he, Mark, and Jacob all went their separate ways, and I stayed behind to do sound for anyone else who wanted it.

I could give you tons of stories, but I’ll just get onto the games and audio.

First up, is The Ant Thieves, the game that my team put together. You can play it here.

I am really happy with my audio for this game… I took The Ants Go Marching, and blended it with the James Bond and Mission Impossible themes, for an ant-spy feel.  I made two versions, one with a subdued chord progression and one made to feel victorious.  As for sound design, I pitched up a scream sound and made a “stomp” sound with some impacts and a drum, then added some distortion.

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Next up, Treasure Raiders is an XBox 360 game with a rock-paper-scissors mechanic and some campy art.  It should be mentioned that none of the people on their team were artists.   I hung out with these guys almost exclusively after my team left. You can download the Windows version of the game from the link above, or you can wait for it to show up in the XBox Live Arcade (it won’t be free… but all the money is going to charity.)

I had a lot of fun writing the music for this project.  They wanted something like Castle Crashers, giving the game a cheesy epic feel, and I was loving me some French Horns when I wrote the music.  As for sound design, I tried to use musical instruments for as much of it as I could, to keep the campy feel, but had to resort to recorded sounds for the combat.

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Third up is Dust Bunnies. I really don’t know what to tell you about this team.  They were mostly ITT Tech students, with two exceptions.  Every time I went into their room, I never knew what to expect; someone could be sleeping on the floor, or someone could be rapping, and over the Saturday-to-Sunday crunch, they had rap music videos projected on their wall.  It was a blast, and you can play it here.

These boys didn’t know what they wanted… they first asked for elevator music, and then something by Ry Cooder.  By the end of it, they had settled on a Sim City-sounding reggae tune that I had actually cast aside, because I didn’t think they’d want it.  I’m glad they did, though.. I always ove writing reggae.  For sound design, I took two vacuum tracks, layered them, and trimmed them so the start and stop would be shorter, and cleaner.

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Finally, I did sound design for two additional games.

For the first one, Maid of Discontent, built entirely by one man, the sound was almost an afterthought.  He had asked me for two sound effects earlier in the night, but he insisted it wasn’t a big deal, so I focused on everything else.  If he hadn’t had trouble uploading the file, I don’t think I would have even been able to get the two sounds in.  Yeah, that’s right… two sounds.  A coin dropping into a vending machine, and a door closing, both FreeSound sounds that I simply cleaned up and balanced out.

The second sound-design-only game, and final game I worked on, was ConRaid, a fun flash game where you hide crowns from raiding orcs.  I feel I had more making these sound effects than any other project, due to their simplicity and speed.  I simply played guitar, then bitcrushed and downsampled them ’til I was happy.  Because of their melodic roots, they give the game a sense of having a soundtrack, even though there’s not one there.  You can play it here.

Oh, and one more thing:

The games posted in this entry use the following sound files from Freesound (http://www.freesound.org):

Woman Scream AAA, Thijs loud scream, from thanvannispen
Wilhelm from SweetNeo85
Scream Boom 01 from studiorat
Scream from analogchill
banda fort sample from snog
Door Creak Short from Percy Duke
Single Coin Return from tweeterdj

I’ll happily do this again, next year.

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Siphon Spirit

Over the last few weeks, Califer Games has been building a game called Siphon Spirit, a type of casual puzzle game where you control “an aura of purified energy and you need to use that to absorb energy from the demons, purify it, and use it against them.”

I wrote the music and sound effects for it (which I will be uploading here as I get them cleaned up for the final release), and I must say I’m really excited about how it all turned out.

That said, here’s a link to the installer, if you’d like to play the game, yourself.

Siphon Spirit Demo

http://www.davematney.com/wp-content/uploads/2010/01/SiphonSpiritDemo.zip

One Hour Audio pt. 2

Tonight’s One Hour Audio was a bit of a disappointment, at least to me. A bad choice of synths to work with, a major key (C Major at that… the cheesiest of all keys), and an attempt at something with a little more structure all lead up to me writing something I’m pretty sure will hit the scrap pile.

As always, let me know what you think.

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One Hour Audio pt. 1

So, I’ve finally decided that I should stop putting things off, and start practicing my composition. Like all things, composition can only get better from practice, right?

The reason I’ve finally given in to what I know I SHOULD do is the Global Game Jam, which is coming up in almost exactly a month from today. I’ve got to be fast for that, especially given that I’ll be one of few composers, if not the only one, available for that event, and I suspect I’ll be approached by more than one group to make music for their games.

Also, in composing, I’ve heard that you get paid by project, not by hour you put into something (which makes sense), so the less time you can spend on each project, the more you can make in the long run.

So, I gave myself an hour to start from scratch and write everything I could on one idea, followed by 10 minutes to do final arranging, mixing, and mastering. It was chaotic, loop based, and, overall, turned into something I could probably use in the future with a little refining.

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Let me know what you think.

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ReWire Project

Over the last few weeks, I’ve been battling my computer… specifically, Komplete 5, and Sonar LE.

The issue with Komplete was my own fault; I opened (at least) one of the instruments as a plugin before I opened it as a stand alone version. I don’t remember that being written anywhere obvious in the installation manual or anything, but it’s what happened. And, admittedly, I’ve been fighting with this since the day I got Komplete. That is, until two weekends ago when I started the LLLOOONNNGGG process of uninstalling all NI products, and reinstalling them, opening them, updating them, and opening them again. It’s taken 2 weeks, because I have a life away from this particular computer (though you’d never know it.)

The issue with Sonar is simply this: it’s a demo version, and it’s not made to run in Vista. Yeah, I run Vista. So, it crashes unexpectedly, and without consistency. Luckily, it’s that time of year where both Christmas and my birthday fall, and hopefully I’ll be able to move away from demo products, or at least some of them.

Well, because of the battling, while I’ve been doing all this mucking around to get my computer back to where I can work on Violet Kiss (which I’ll be doing minutes after I hit Publish, get a beer, grab my guitar and stuff from the car, and… well… about 30 minutes to an hour after I hit Publish), I’ve been playing around with Ableton Live (Live Lite, to be honest… another demo product, but with A LOT better support).

I’m still not a Live expert, but I no longer hate the program now that I know 3rd party Live Sets exist. But one thing I can now do is ReWire Sonar and Live together, which opens up a new realm of possibilities — Live Lite is limited to 8 audio tracks, which just isn’t enough for large projects, but it IS enough to bring a smattering of Live-exclusive sounds into a larger, Sonar-hosted, project.

So, this is my first experiment with ReWire.

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All melodic instruments are played in Sonar, while the percussion is in Live. Sonar was the Master, Live the slave, though the only thing that really changed there was which program I used to bounce this down.

The music box sound is from Kore, and so is the reverse delay; The bass is from Massive. There are 3 different drum kits used, Carbonized, Latin Percussion, and a Bright British kick… everything but Carbonized was ran through a delay, and Carbonized has it’s own.

Also… regular listeners to this blog will recognize the melody from the Churches – New York track. I’ve been kicking this melody around for awhile, and I initially intended it for a PARPG song, which is where the music box tracks came together. Now I’ve pretty much kicked this melody around to the point of never being able to use it again (which isn’t a bad thing.)

As always, let me know what you think.

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Brandon Irwin has done a great job putting together the Churches videos I was doing music for.  Because he’s on a free account in Vimeo, though, he can only post one video a week, so… as he posts the videos, I’ll post them here.

This is the first video featuring my music (the second video in the series)…

ToddBishop from Brandon Thomas Irwin on Vimeo.

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Final Burn 2009

Last night was the last IGDA SLC meeting of the year, called Final Burn 2009.  It was awesome, to tell you the truth (vazor agrees, and gives a pretty decent run down of the night, here).  Though it was only my second IGDA meet and greet, I felt like people were starting to get to know who I was, and I was really happy that the openness of the event (unlike the last one I was at, where we all sat at a single, long, table) really helped me meet people.  Unfortunately, I didn’t play any of the games that were available, mainly because I was busy interacting with everyone that was there.

My personal friends Alexis and Christopher came, as well, and I thought everyone was really open and receptive to them, considering neither of them have expressed any real interest in being in the video game industries.  (Christopher was even invited to be part of a smaller group of people that tests tabletop games, and I personally hope he takes them up on it.)  Also, Alexis and Jacob were able to meet, face to face, instead of just seeing names in the MonkeyEgg forum.  If only Squink could have made it, too.

The more time I spend getting to know the local game dev community, the more I’m glad that I’m working toward being part of it.

Speaking of being part of it; in January, the Global Game Jam is happening, and there will be an SLC portion of it, which I hope to be able to attend and write music for;  finally, GEEX is coming back to SLC next summer, and will have a Game-in-a-Day competition, which I also hope to be part of.   Guess I need to get on the ball, practicing my speed-writing.

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Monkey Egg

Recently, a friend of mine from the local IGDA and Utah Indie Game Dev groups and I have started a game development “company,” if you will.  Our focus, right now, is to create portfolio pieces for us and everyone involved, which will get us more exposure in the future.

I can’t really tell you much more, because there’s not a whole lot out there, but I’ll get something up eventually.

In other news, financial troubles have shut off my internet at home, which has shown to be a problem on the composing front: Native Instruments’ products, which I rely on fairly heavily, check their registration every time you start them up via their Service Center… basically, without the internet at home, my products only show as unregistered, and aren’t working.  (If any of you know a solution to this, I’d love to know.)

So, my music, at least computer based, has taken a back seat to writing, which only requires a pencil and paper.

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A few videos

I didn’t write this music, dialogue, or anything, but these videos mean a lot to me. Not only are they Brandon Irwin’s work, but they’re about my faith.

I try not to write much about my faith here on this blog, trying to keep it as professional as I can, but the truth is I’m a Christian, and I’m proud of it. :)

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