Red Mage Style: Music Direction

What is Music Direction?

Music direction is picking which songs the game needs. How long they are, how they’re used in the game, and what style/mood they will have. The goal is to set up the soundtrack to influence the mood of the game.

For example, in Escape Goat, I wanted the game to have a serious tone to counterbalance the game’s title, so I picked a lot of darker stuff as reference songs.

If you don’t know where to start, try this:

The Fake Playlist Method

  1. Brainstorm and make a list of a dozen songs that might work well with your game. Pick a variety of tempos, moods and genres.
  2. Collect mp3’s of these songs (if you can find them on YouTube, you can get the mp3… Google it)
  3. Make a playlist in iTunes or Windows Media Player
  4. Play your game while the playlist is playing. Skip around from song to song, and notice how each song affects each scene.

That’s it! You’ll have a short list of tracks that work well, and you can probably describe in a few words what makes them work.

Here’s a video that demonstrates this process:

I’ve used this technique dozens of times when scoring games. When it comes to tracking music production, I love spreadsheets. All you need are these columns: Cue name, Target Length, Actual Length, Reference, Notes (for reworks–which should be minimized with this practice).

Have fun!

Escape Goat 2 Logo

The final logo is here! Randy did an amazing job on this. Here’s a wallpaper which integrates some of the new gear elements he added earlier in the week. The text logo is featured on the all new EG2 T-shirt, which will be for sale very soon!

eg2_desktop_01_1440_900

(It took a lot of drafts to get the “2” just right. I think if I had asked for one more revision, Randy would have hired a band of assassins to take me away during the night.)

Secret Gears

Lots of great stuff done today on Escape Goat 2:

geardetail

  1. Randy drew some decorative background gears, and I hooked them up to operate alongside other machinery in the level. When a block moves forward, the gears turn clockwise, and when the block moves back, they turn counterclockwise again. Looks great in motion and has given my test levels a Metal Man vibe.
  2. Prototype gadget: Bone Block. Works like a bone wall (collapses when stepped on) but drops a full size stone block from its position. It also sets off neighboring bone blocks, creating a domino effect.
  3. Prototyped gadget: Valve Trap Door. Touched from one side, it springs open, then closes immediately after, trapping you or anything else on the other side. Can be used in all four directions to create one-way gates.
  4. Prototyped gadget: Mega Fan.  Creates gusts of wind that blow any creatures in specified direction. Will take some tuning, in first tests has ultra comical results, especially when used to launch the mouse.
  5. Switch and decoration fastening: Floor switches (and some decorations) are automatically fastened to moving blocks in the editor. This way, switches can be placed on gear blocks and elevators. Lots of new machinery possibilities with this.

Tomorrow I’ll put together a few more gadgets and build some test levels around them.