feedback if you're willing....
Im undergoing multiple projects and want to start posting work here as I finish (ill just keep updating this post) for feedback let me know what you think! :)
http://www.welchcompositions.com/music/arachnyds.mp3
Jim Welch
WelchCompositions
WelchCompositions
Always pleased to give feedback to a fellow Oregonian!
You've mastered the minimalist arrangement of repetitious melody, which can be a big boon in video game music. Your sample reminded me a lot of an arrangement of a Diablo II theme I did way back when. However, there are some things you could focus on that would make this clip much better - and improve your skills as a video game music composer at the same time.
- Repetitious chord progressions seem great for video game music (which has been described as "film music that treads water" for the same reason), but even a rudimentary game player will quickly become bored - even annoyed - with the same noted repeated over and over again for minutes on end. Instead, consider taking a cue from classic video game scores like Chronotrigger, where repititious themes were arranged according to classical orchestral techniques to make songs (that is, not just infinitely-repeating chord progressions) according to the following time-honored formula:
A - B - *A
You can recognize this development in virtually 95% of the music that's ever been written. First, start out with a basic chord progression or melody - you've already gotten that down. I'll refer to this first theme as 'A'. Then, after it's been well established, transition to a second theme - often in an opposing mode or complementary key - to spice things up. The second mode (call this one 'B') doesn't have to be the complete opposite of the first, but it should be different enough to keep the user's interest and attention. Finally, transition back to a restatement or (even better) variation of the 'A' theme (call this one '*A').
- You seem to be focusing mostly on the arrangement of your score, and less on the sound it makes once you've published it. Consider browsing through one of the excellent overviews of electronic music theory and software on this forum to learn how you can process your arrangement to sound like a very authentic and effective video game score - with much more emotion and passion - with just a few simple techniques and free software packages. I understand that this may not be a priority for you at this stage; if that's the case, just consider this a heads-up.
Keep it up! Video game music is a rare field of study and experimentation, with it's own parameters and constraints that make for a very exciting experience. Don't take any of my criticism personally, of course; it's just my $.02. Good luck!
- Tythos
You've mastered the minimalist arrangement of repetitious melody, which can be a big boon in video game music. Your sample reminded me a lot of an arrangement of a Diablo II theme I did way back when. However, there are some things you could focus on that would make this clip much better - and improve your skills as a video game music composer at the same time.
- Repetitious chord progressions seem great for video game music (which has been described as "film music that treads water" for the same reason), but even a rudimentary game player will quickly become bored - even annoyed - with the same noted repeated over and over again for minutes on end. Instead, consider taking a cue from classic video game scores like Chronotrigger, where repititious themes were arranged according to classical orchestral techniques to make songs (that is, not just infinitely-repeating chord progressions) according to the following time-honored formula:
A - B - *A
You can recognize this development in virtually 95% of the music that's ever been written. First, start out with a basic chord progression or melody - you've already gotten that down. I'll refer to this first theme as 'A'. Then, after it's been well established, transition to a second theme - often in an opposing mode or complementary key - to spice things up. The second mode (call this one 'B') doesn't have to be the complete opposite of the first, but it should be different enough to keep the user's interest and attention. Finally, transition back to a restatement or (even better) variation of the 'A' theme (call this one '*A').
- You seem to be focusing mostly on the arrangement of your score, and less on the sound it makes once you've published it. Consider browsing through one of the excellent overviews of electronic music theory and software on this forum to learn how you can process your arrangement to sound like a very authentic and effective video game score - with much more emotion and passion - with just a few simple techniques and free software packages. I understand that this may not be a priority for you at this stage; if that's the case, just consider this a heads-up.
Keep it up! Video game music is a rare field of study and experimentation, with it's own parameters and constraints that make for a very exciting experience. Don't take any of my criticism personally, of course; it's just my $.02. Good luck!
- Tythos
"Who's John Galt?"
Thanks for the feedback it was very thorough. I agree about the overuse of a single theme...I keep doing that even though I know better its a trap I keep falling into. Something that did concern me was the sound quality issue. I know its not great but didnt think my samples where that bad. I havent done must mastering adding reverb delay etc but the samples themselve are from ewql which I was under the impression is a solid program. Anyway cool to hear you are in oregon. Where are you at Im currently in mcminnville but thats just a recent thing I used to be in beaverton/tigard for a long time. What software do you use
Jim
Jim
Jim Welch
WelchCompositions
WelchCompositions
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