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1  Jobs / Portfolios / Adam Creations - Music Services on: October 15, 2013, 06:58:25 PM
Music Services
Professional Music Composition
[email protected]

I’m offering professional-grade music with the option of having an adaptive soundtrack for your game.  I’m experienced in a variety of genres, and I love incorporating live instruments into the mix for added realism and a better feel.  I can create the type of music you will need: one-off, looping, or adaptive/interactive.

Here is my most recent demo reel which contains samples of larger works of mine.  It covers everything from solo piano to rock with orchestral and electronica throughout.





Speaking of adaptive soundtracks, here is an example I made (and composed) of adaptive music working within a browser.  This demo works on decent phones, tablets, and computers using the Web Audio API.  It gives a good idea of music incorporated into a project and responding to in-game triggers.

Adaptive Soundtracks

Instead of hiding behind a private message wall and to help you designers and producers in your process, I’m keeping my pricing right here for all to see.  It is a combination of a reduced per-minute price and a reduced royalty with a cap.  It is a slightly more complicated approach, but it ends up fair for a wider variety of projects.

I charge $120 per minute of original music.  I charge $80 per minute for each additional version of a track (in the case of an adaptive soundtrack, which I highly recommend considering).  These prices include 2 free rewrites (small modifications are fine regardless) to make sure your music fits exactly what you need.

I also charge a small royalty, but only if your project is successful enough.  I will only accept royalty payments if the per-minute creative fee you paid is less than 20% of your project’s revenue.  In addition, once you get past that revenue threshold, my per-minute fee + royalties can never exceed 20% of your revenue regardless of how much music I create for you.  I feel this is fair so that I can’t take more than is reasonable from smaller projects, but you can also actually get a better deal for yourself proportionally if your project becomes really successful.  At request, I can show you my spreadsheet that I use for quoting that gives a very detailed breakdown of everything.

Here is the breakdown of how minutes of music translate to percentages:
  • Less than 5 minutes - No royalty!
  • 5 to 10 - 2%
  • 10 to 15 - 5%
  • 15 to 20 - 7%
  • 20 to 25 - 10%
  • 25 to 30 - 13%
  • More than 30 minutes - 15%
I suspect the majority of projects won’t need to pay any royalties, but this breakdown allows for fair compensation based on how much music is put into the game.  Remember, though, that I won’t collect any of those royalties if you don’t make enough revenue for it to be fair.

I also would help contribute to your funds.  I retain the rights to sell the music as a soundtrack album (you can use it as much as you’d like for the game and promotional materials, excepting a soundtrack release), but I will give you a matching percentage of royalties from soundtrack sales equal to the royalty percentage I receive from your game, but without the threshold described above.  So even if your game doesn't make enough to pay me royalties, you’ll still receive royalties from the soundtrack at the rates listed above.

You can hear even more music of mine on my sites: http://www.adamcreations.com and http://www.adamprack.com
You can contact me at [email protected] or via private message on this forum.


I really look forward to working with you and helping your game be a success!
2  Community / DevLogs / Re: Courier - Play Now! on: August 26, 2013, 10:24:00 PM
Here's a shot of the beach village in the next content update.  Enjoy!  And, yes, the palm leaves sway in the wind.

3  Community / DevLogs / Re: Courier - Play Now! on: August 21, 2013, 08:37:46 PM
Courier is up on the Chrome Store now so you can add it directly to your Chrome start screen.

4  Community / DevLogs / Re: Courier - Play Now! on: August 19, 2013, 03:18:01 AM
You can play Courier now!  I've completed the closed beta and things seem ready to go for the public to give it a try!  I'll constantly be adding content, too, so keep watching for update notices.

Let me know what you think of the game--I look forward to hearing.
5  Community / DevLogs / Courier - Play Now! on: May 20, 2013, 10:16:06 AM

Play Courier Now!

Courier is an RPG made with Construct 2 that lets you explore and interact with a large fantasy world.  But you're not the sword-swinging hero, and you're not the mystic sorcerer.  You're the peaceful Courier, making deliveries and helping all in the land.  You'll traverse many towns, locales, landscapes, dungeons, caves, and much more delivering items for the characters in the game world.  Along the way, you'll help them in their daily lives, influence their decisions, and unravel a plot to bind the Kingdom and cripple its outreach.  This all takes place in a dynamic, ever-changing, ever-expanding world that always has new things to discover and new places to go.



Courier's entire design is based around the type of gameplay possible in a browser with HTML5.  Two big issues exist with standalone applications: downloading and installing is a barrier to players, and players may not always be playing the must up-to-date version.  HTML5 browser games can fix this, and in a far more efficient way than Flash could before it.  You can log in anywhere and pick up where you left off (save data is stored off-site with your account), but you'll always be playing the most up-to-date version every time you log on.  This means that the world can constantly change and be updated, and everyone will be able to share that experience.  So events in-game could be independent of in-game triggers.  NPCs can pack up shop and move elsewhere.  Construction crews can build new bridges.  New discoveries can constantly be made, and NPCs just might not be tied to the same boring dialogue every time you speak to them.



I plan on all in-game changes being reflected in the game world.  For instance, before a new path opens up, you can see crews working on clearing a rockslide.  NPCs or signs might mention new things to come or rumors they've heard.  And then, you'll log in one day to find new content or places to explore.  This also means that the game world can be ever-growing.  At the start, the first town will be available to play--no need to wait.  Once the surrounding areas are developed, the game world can open up and change around you, and this process can constantly continue.  It doesn't have to get stale, and you can avoid the barrier created by client-based MMOs.

Being web-based means you can share your scores, findings, or even screenshots of things you've found with your friends and the world.  Your single-player experience doesn't have to be a solitary one.  A game about communication ought to encourage it!  There will also be in-app purchases available for people who want to enhance their play experience, expand their abilities, or, in the future, change costumes.  I also fully intend to have user-submitted costumes available for purchase so the users could make a benefit from the game, too.  There is no need for greedy begging for money, and the entire story can be played out for free.  That means no obnoxious flashing screens begging you to buy something.  Treating your players with respect goes a long way.  But bonus content and add-ons are available for people who want to boost their abilities.



I plan on fully supporting touch-based input, mouse+keyboard controls, and gamepad controls so everyone can play how they'd like, where they'd like.  At time of initial release, only mouse+keyboard controls will be available.  The rest will come a little further in.  This is all wrapped up in an efficiently-built, visually-appealing world with high-level professional music.

Play Courier Now!


6  Community / DevLogs / Re: Calling from the Wilds on: May 20, 2013, 10:01:29 AM
This is a pretty cool concept, and I love the look!  I'm usually not as into pixel art as many others, but you're doing some really neat things with it.  The mask thing, the nighttime shots, the trees going into the fog in the distance--they all look neat and you're doing a lot with a relatively small amount of pixels.  Good luck with it all!
7  Community / DevLogs / Re: Screenshot Saturday on: April 05, 2013, 10:10:55 PM
Here's a shot from my html5 single-player rpg, Courier:



You can follow it on twitter @Adam_Creations
8  Community / DevLogs / Re: Blight - Out Now! on: August 21, 2012, 07:34:00 PM
Here's a new shot from the sand world--a sand storm.  This particular level will have a bigger focus on trickier platforming (whereas the level prior is more about enemy evasion/blocking).  The sand storm effect looks particularly nice in motion, as do the barely-visible mountains in the background.

9  Community / DevLogs / Re: Screenshot Saturday on: August 04, 2012, 08:08:43 PM



A couple higher-res shots from Blight  Smiley
10  Community / DevLogs / Re: Blight - Out Now! on: August 03, 2012, 09:03:42 AM
Blight is released!  It is available for purchase right now from Desura for a discounted price--and you'll get the rest of the game free for being an early supporter!

11  Community / DevLogs / Re: Blight - New Trailer! on: July 16, 2012, 09:36:28 AM
Thanks sonic!

To go along with the August 3rd alpha release, here's a brand-new trailer showing Blight in its current state!  Check it out!

Alpha Release Trailer!

12  Community / DevLogs / Re: Blight - Alpha Release Soon!! on: June 29, 2012, 07:37:15 AM
Blight is coming to Desura this August!  An alpha release (the first world) will go up then, and any purchasers during the alpha period get the rest of the game free.  It's available for preorder now, and the alpha release opens August 3rd.  Check it out on Desura!

13  Community / DevLogs / Re: Blight on: June 18, 2012, 06:06:37 PM
Here's a shot from the [fully skippable] intro.  I hope you enjoy, and keep the early-august alpha release in mind!

14  Community / DevLogs / Re: Blight on: June 10, 2012, 05:26:27 PM
Story-Telling

So there's a particular tale that is meant to tie the Blight experience together. The game starts off in a pristine environmental setting. Each locale you visit will be increasingly covered with mechanical parts, pollution, and general corruption. Something along the lines of how Donkey Kong Country did it, but I'm shooting for more poignancy and some other small sub-themes. There will be a brief intro cinematic and a brief cinematic at the end of the game. Otherwise, I want things to be unobtrusive, but still delivering on the theme. This will be done partly through the environments as you see them progress, and then the level titles will reflect an overarching, poetic story. Each level title is a short line in an overall poem, but each line also corresponds with the theme of the level it represents as well. A tough writing task, to be sure, but I think it'll make a big difference.

The level titles for the first world are as follows:
At the Outset
The Future was Steeped
With Sprawling Vistas
And Heights Unknown
But Below the Surface
Lurked a Danger
Sealed Deep Within

And no, they're not going to rhyme.





The text gets more corrupted as the game progresses to match the environments.

Here's a first look at the level selection for Blight. It's still early and more will be added to it, but it shows a great way to get into levels.

As you can see, while level 1 is selected, you can see a blurry forest in the background. When that level is selected, it seamlessly fades into the corresponding level. Also, while switching between which level is selected, the background crossfades between each. Lastly, the music continues from the selection on into the level and continues when you head back to level selection until you begin a level with a different theme. So no real gaps in the music, but a cohesive experience.

And yes, this is the first world--there are more levels than just seven.

I'll save the rest of the titles for when you play the game!

On a side note, if you've made it through the wall of text, I'm planning on a mid-july to early august alpha release on Desura, so keep it in mind!
15  Developer / Audio / Have a listen to some music + demo reel on: May 19, 2012, 11:15:53 PM
I would have used the sticky, but I plan on adding more to this and wanted a more concise display. 

They're all youtube links, by the way.

First off is my demo reel for the year.  It has parts from various recent tracks of mine.




Remix from last year from Zelda: Majora's Mask as posted on OverClocked ReMix.




A lighter piece composed just for fun/exhibition.
Sunlight

Solo piano arrangement of Chill Man and Wily Tower 1-1 from Mega man
Ivory Tower

Of course, I'm available for work.  PM or e-mail me about your project--I'd love to help out.
16  Community / DevLogs / Re: Blight on: March 14, 2012, 06:51:54 PM
I'm horrid at updating my thread and did, indeed, take some time off.  But everything is still underway and going fine.  Here are some shots from the latest build:













17  Community / DevLogs / Re: Screenshot Saturday on: March 13, 2012, 09:15:34 AM
Oh, what the heck.  Here's a newer shot from Blight.  On a Tuesday.

18  Jobs / Portfolios / Re: Adam Prack - Composer available for projects on: February 29, 2012, 02:12:22 PM
Hey, I wanted to share my most recent

with you.  It's a youtube link, so no annoying downloads!

I did a commercial semi-recently, so

!

Also, that Majora's Mask remix I mentioned previously was posted on OverClocked ReMix, so check that out, too!

Contact me any way if you're interested in me making any tracks for your project!
19  Community / DevLogs / Re: Pulse of the Labyrinth on: February 16, 2012, 10:37:54 PM
The smooth animations are really great and push this up a notch.  Keep up the great work!
20  Community / DevLogs / Re: Blight - New Trailer!! on: September 19, 2011, 03:15:31 PM
I had a little time off to do some other things, but I'm back into it all full-swing.  I wanted to share a couple shots from the desert area and mention my devlog on my site.

Check 'em out!

Desert

And More desert!

I will be adding sand flying through the air behind the main layer to help differentiate things to the player.
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