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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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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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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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Sorry for being such a slacker. I promise you, it’s not my intention.

At work, they contracted out 50% of my time to the Health Sciences Library, and the Library wants me to work at 6:30 (instead of 9:00, like it’s been for the last 4 years). So, it should go without saying that I’ve been beat, almost constantly. Today, in fact, was the most productive of my days off in the last month.

I need to get back in the swing of things, and I’m going to really try, but forgive me if it takes a little while longer.

Sorry for posting these so late. As for my weekly non-music update, with how busy I was over the weekend, I don’t have much to report.

Today’s links focus more on finances and freelancing than music, sound, or game design. Why? Because I think that most people starting in these fields don’t consider themselves freelancers, or don’t know where to look. In the future, watch for blogs, from me and probably others, based entirely on this idea.

Also, there’s a bit on writing; I would love to be a writer, and one day I may just do some writing other than what’s required for game design, but the reason I’m posting these links is because I feel they offer good advice for anyone within creative fields.

Expect future Weekly Weblinks to feature more on freelancing and business as well.

Also, I have a folder full of links for upcoming Recommended Readings, but I try to limit these (10 links today, and it feels right). If you want or need more information, don’t
hesitate to ask in the comments.

Game Design

  • Make Your Own Games. Tadhg Kelly compares gaming companies, both independent and corporate, and compares them to bands and orchestras. I feel this is a great article, but it misses the idea of jazz bands, and small just-for-fun classical ensembles, where they’re still driven by discipline and often have sheet music and such, but still have the chaotic and crazy that garage bands have. I feel his comparison should go as follows: bands are hobbiest programmers, jazz bands are the independent gaming studios (following just enough of the rules and midsets to make it work, but still taking risks without a safety net). (@ Gamasutra)
  • The Fatal Flaws of Flash Game Design. This article, by Erin Bell, is a grab bag of good game design (obviously) and freelance (not so obviously) tips for anyone starting out. (@ Gamasutra)

Business Related

Freelancing

Writing

  • Write When You Think You Can’t. When I first read this article, I thought it was ways for breaking writers block, which it obviously is. But then I reread it and noticed, at the
    top of the page, that it’s more about writing when you’ve never written before, and how to start. Good for anyone doing, or who wants to do, creative work. (@ Dumb Little Man)
  • Accept What Is – Don’t Judge as Good or Bad. I wish I’d read this yesterday. On Monday night, when Brandon and I were trying to speed-write a
    song, I wanted to give up because the piece wasn’t perfect. Then we laid it over the video, and it was everything we were hoping for. Often times, we’re shooting for something better than we need, and we let it bring us down, when really all we need to do is accept it. (@ ZenHabits)

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Churches, Finale

Creative Commons License
This Entry by Dave Matney, is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.

Breathe.  I can finally breathe again.  And sleep, at least for a little while.

I don’t remember much of this weekend, to be honest; starting Thursday at 7:00, I spent almost EVERY waking hour on music.  Fifty three hours, to be exact. Seven to ten Thursday at practice, ten to one after that on composing, six thirty Friday morning ‘til ten playing guitar behind my friend Perko for a local news show (we played probably less than 5 minutes on air, and even then the sound was pretty awful; we sounded great live, and on air you couldn’t tell), then after a quick lunch I spent the next six or seven hours troubleshooting my computer so I could then stay up ‘til one again working on music.  Saturday was straight through; seven AM to one AM.

Sunday I played guitar at church, then went home and had an unplanned break (my wife –who was in Idaho 2 hours away from me– was in the ER the night before, nothing major, and she was pretty much dead to the world in pain and on pain meds, so I hung out with my son. Then I was so exhausted I couldn’t stand up from laying on the floor; I don’t remember going to bed.)

Back to work on Monday, at 8 am, and when I got home at six thirty, I started pounding away at music, until 3 am. 3 out of 5 songs finished, and that’ll have to do.  1 song completely scrapped, and rewritten twice in the previous week, the last time started just before one am.

That was last night; back to work at 8 am this morning, and I think my body realized when I was done with my morning appointments that, hey, I don’t have an immediate deadline looming.  I don’t have anything that’s forcing me to keep going, so now I must rest.

And rest I will, just not yet.

So… what all came from this?

Churches – New York

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This track, I feel, is the best track of all the ones I worked on this weekend.  I feel I need to clarify that this isn’t the production track; I cut apart and spliced together a different version to go below the film, and later I’ll clean this up for my portfolio. Just not yet.

I wrote, programmed, and recorded everything in this track.

Churches – Florida 2

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This track was built over the weekend, using an idea I started six or so months ago.  Everything within it was written by me, except the drum march;  I don’t remember which Gershwin tune I took it from, but I found a few MIDI files of Gershwin marches, took one, cut up the snare part into a loop that I liked, layered another snare part on top of it, and threw a kick below it.  So… TECHNICALLY Gershwin wrote the march… but only as much as the original photographers design elementary school collages.

Churches – Florida 1

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With Brandon throwing out ideas left and right, I wrote and recorded this song in two hours, with the first notes being struck just before 1 AM.  It’s intentionally sloppy.  The drum parts are Midi loops by Groove Monkey.

To write these, I used Sonar LE, various parts of Native Instrument’s Komplete and their Kore Player, Line 6’s PODFarm, and Make Music’s Finale.

Please, critique these.  And I’ll let you know when the videos that they’re for make it online, if they ever do.

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