Music and sound - LAMM - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Creativity Section (https://www.save-point.org/forum-65.html) +--- Forum: Music and Audio (https://www.save-point.org/forum-67.html) +--- Thread: Music and sound - LAMM (/thread-6243.html) |
Music and sound - LAMM - MetalRenard - 02-15-2017 LAMM is an indie game available on Steam. This thread is dedicated to my part of the game creation process - the music and sound design. Please note - all music links will take you to newgrounds.com If you're interested in how I went about creating a coherent soundtrack for this game then please, read on. Otherwise, you can simply - Click Here - to listen to a playlist of 4 of the songs on Newgrounds. Jump 'n' Fall! Part 1 - Finding the atmosphere My goal for this soundtrack was to create a coherent "whole" across all the different worlds present in the game. I started by creating my "pallette" of sounds that I would stick to for the whole project then for each track I would only add up to one more instrument if needed. Part 2 - Making a world The next stage was to create songs which which represented, in sound, what you saw on the screen. Let's take Realm 3 - Thorns, for example This world is covered in thorns which I showed in the music with sharp contrasts of volume (loud then quiet) and texture (different types of sounds). I also wanted to keep the nature theme running in this. How about Realm 2 - Mechanical This world, as the name suggests, has a robotic/automated theme. For this one, I wanted to create a sense of relentlessness so I filled in as much of the sound as possible with many faster notes. I also went away from the "nature" theme available in Realms 1 and 3. Part 3 - Sound Design I really enjoyed making the sound effects for Lamm. Some of the sounds are actually twisted, distorted, crushed sounds made with my guitar that I recorded and changed. Others I made using synthesizers, layering a few different sounds. One thing in common - I picked a note that fit the soundtrack in as many places as possible in order to avoid clashing sounds. |