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System specications
Audio systems generally built from scratch for each specic games
Fast tempo
Density. It cant be too dense or the atmos and sound effects wont come through the mix
Intensity - being a racing game, the more intense it sounds (through the use of
sixteenths possibly, dissonant intervals/chords and of course fast tempo)
Week 9, Friday 9 May 2014
Today we were given our assignments for both Castlevania and Tubular. I am a bit peeved
at the assignment that we were given for Castlevania as we are now composing for the
trailer instead of music which occurs in the actual game. This makes it more difcult as
there are more cuts between different sections which makes it more difcult to compose.
We listened to a few of the temp scores others have chosen and it gave me a better idea
of what would be needed.
I have no clue what to do at the moment compositionally but hopefully it turns out alright.
3 By: Leon Tan
Week 10, Friday 16 May 2014
It was presentation day for the music students today. It was really great listening to all the
compositional students ideas and what they were thinking. Ive noticed that between all the
composition students, there was more of a focus on arrangement and form than harmony
and melody.
I had fun presenting, despite being extremely nervous. George raised a problem during my
presentation stating that the video had already nished and I still had several notes being
played after the video had already been nished. Yes, I initially thought that was a
problem, however the video itself had several milliseconds where the frame did stop.
Regardless, denitely something to consider in the future.
I am quite anxious about Castlevania, I have no idea where to begin and how to start, I
dont know how I should approach this, its back to the drawing board!
Week 11, Friday 23 May 2014
Second day of presentations were held today. It was the turn for the Parkville students to
present and many of them were fantastic. It was great to see different perspectives on the
project. Especially the way that some students analysed their temp scores and the
questions, it was extremely in-depth and detailed. As a music student, it was very different,
as these were ways that I had not thought about before.
I found it very interesting when George mentioned his specic use of fades in that in
general we would leave the reverb tail on specic tracks, however it was then highlighted
with Tubular the important of cutting everything off.
Week 12, Friday May 30 May 2014
Today was the nal class for the year, and in all honesty I was tired and just wanted to go
home (after a 9am start with two assessments - rhythmic and harmonic devices). However,
I stayed for the presentations of everyone else's tubular score.
I found the presentations to be very interesting and just like the previous week, students
mentioned specic bits of information I would never have thought of: analysing hit points,
looking at the audio assets list, etc.
I did nd some students to contradict themselves in that they talk about the rhythmic drive
as a really vital thing in their temp scores, however in their nal original score they present
a dub step groove. I extremely disagree with the use of dub-step as it does not have a
rhythmic drive especially given that drums are in fact are often played in half time generally
making everything feel a lot slower; ux of time, you don't want that in a racing game! (I did
pay attention George!)
I have learnt a lot in this class and have thoroughly enjoyed everything. It has been great
looking at the compositional side of commercial music especially one with such a growing
popularity like video game music. However, it has been great to know that many of the
skills learnt in this class can easily be applied to other forms of music: lm, television, even
in contemporary music today.
George, I would like to thank you for all the hard work, inspiration and expertise that you
have given us in the past twelve weeks. Thank you.
4 By: Leon Tan