With the farm season done, so is my only source of income. I'm looking to take on some projects to help get me through the winter. I can do music and SFX for your game, film, animation, podcast, livestream or other media. More reels in this thread 👇 Boosts are appreciated. #gameaudio#gamedev#indiedev
Hey friends! Next week tuesday at #ddc2023 I will give a talk about music design which is packed with tips on how to approach music decisions for your game. I always tailor my talks to the issues that I hear my Dev peers struggling with, and for which it is tough to find answers elsewhere - so I am super excited about this one! I will also be at #gamescom after and am looking forward to catching up with everyone! <3 #gamemusic#gameaudio
4 years ago I, along with a few others, posted #gameaudio tips every day for awhile. going to do that again. go through that old list, see what's still relevant, add new stuff. chime in with your thoughts. and add your own! #gameaudiodevtips
when getting feedback, don't forget "you don't ship with your game". you're not there to explain to the player what a sound is meant to do. a sound, or music, needs to stand on it's own.
I could do an entire talk or three about my note selection system for algorithmic music.
But here's a demo of two of the units I use. "approximation" and "awkward".
Together they always pick a legal note in the active musical scale. "approximation" is roughly what pitch you want, and "awkward" is... a bit tricky to explain but makes sense when you hear it! The demo is made to convey the concept, not to sound great! :)
Simone here. A professional bassist, sound designer and producer for more than 25 years, I've been juggling between creativity and technical jobs for decades.
Pioneering #GameAudio in the early 2000s, I'm working to go back to the #videogame industry after a long hiatus. I was present at both the launch of Steam by Valve and Game Audio Network Guild, in San Jose, GDC 2002.