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TIGSource ForumsDeveloperAudioThe Making of the GunGirl 2: OST (pt 6 now up!)
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Author Topic: The Making of the GunGirl 2: OST (pt 6 now up!)  (Read 2268 times)
soundofjw
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« on: June 30, 2010, 11:28:20 AM »

Hey y'all - I'm writing up some (hopefully) informative insight on how I approached composing a large soundtrack for this game.

Some of the things I’m going to tackle include how to approach a large-scale soundtrack, how to work with a developer/producer on achieving the goals they set out for you, working with live performers, some tools I find invaluable, and how to mix and master your music to get that cutting edge.

PART ONE: Cohesion
PART TWO: Making of Anomaly (Guitars and Violin and much much more!)
Bonus: Score to "Libera Me"
PART THREE: Working with Live Performers
PART FOUR: Studio Gear
PART FIVE: Mixing
PART SIX: Looping and Mastering
« Last Edit: July 30, 2010, 09:51:29 AM by soundofjw » Logged

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John Nesky
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« Reply #1 on: June 30, 2010, 11:41:32 AM »

Thanks for the info!

While playing the game I kept thinking of Yoshi's Story, which had a similar emphasis on a single theme throughout the soundtrack.
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Kunal
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« Reply #2 on: June 30, 2010, 12:28:29 PM »

Nice post, looking forward to the rest of it.
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baconman
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« Reply #3 on: June 30, 2010, 05:24:29 PM »

Thanks for sharing your pro insights - so far it's been a good idea-builder for integrating the "signature sound" variable into my Dynamic Music Generator project... perhaps I should go for two of them, a semi-constant underlying tone as well as "the musical instrument trick" one.
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soundofjw
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« Reply #4 on: July 01, 2010, 01:35:46 PM »

Updated with PART 2 talking a lot of about recording guitar specifically, but also the progression of a track is shown with examples.

check it out, y'all!
 Wizard Wizard Wizard Wizard Wizard Wizard Wizard Wizard Wizard Wizard Wizard Wizard Wizard Wizard
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baconman
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« Reply #5 on: July 01, 2010, 07:10:47 PM »

Progression from a creative draft to a form-fitting final is quite a natural process, especially for doing atmosphere work, like in most gaming soundtracks; but seeing it unfold - and how noticably different the initial tune is from the finalized version is pretty valuable to see firsthand. So thanks for sharing this.

Smiley
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soundofjw
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« Reply #6 on: July 05, 2010, 05:23:04 PM »

I've got a mini-post up now about the score to Libera Me.
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Nate Kling
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« Reply #7 on: July 07, 2010, 06:36:04 AM »

Wow this is great Josh, thanks for this, I'm looking forward to the other articles!
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soundofjw
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« Reply #8 on: July 09, 2010, 01:34:21 PM »

Part 3 is up talking about live musicians. I also switched to wordpress, so old links and comments may have gotten lost in the mix. (;
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soundofjw
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« Reply #9 on: July 14, 2010, 08:52:34 AM »

Now up is PART FOUR: Studio Gear.
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soundofjw
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« Reply #10 on: July 19, 2010, 11:02:04 AM »

A monster appears!
PART FIVE: Mixing
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soundofjw
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« Reply #11 on: July 30, 2010, 09:51:38 AM »

More more more
PART SIX: Looping and Mastering
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