This week I managed to finish a track for Dark Light, joiner the Unity Game Jam and rescored the main theme for Ocarina of Time. Super productive but I’m about ready to call it a week
#gamemusic
youtu.be/34FMxr_NMzQ
Played with the #zeldaocarinaoftime today. Still very much a WIP but might finish tomorrow.
Loadout / Map Room cue. Enough layers built-in to loop in the background while you make your choices, then kicks up when it's time for action.
#indiegamedev
Not sure why but I had this idea that a space ambient soundtrack should feel like discovering a wild jungle. Or desert. Or both at the same time.
This track is called Pulsar.
#indiegamedev
After yesterday’s post someone asked if I was going to go full DnB for higher intensity combat on this track.
Don’t know enough about DnB to do it justice, but I tried something else. How’d I do?
#indiegamedev #gameaudio
Finished arranging this cue today. Built in enough layers to take it from ambient -> tension -> light combat pretty seamlessly. The tension part isn't really audible in this version (linear versions are built different), will have to properly demo inside a game engine once I release the music pack.
#indiegamedev #gameaudio
Finished arranging this cue today. Built in enough layers to take it from ambient -> tension -> light combat pretty seamlessly. The tension part isn't really audible in this version (linear versions are built different), will have to properly demo inside a game engine once I release the music pack.
#indiegamedev #gameaudio
Late night cooking session. Improving my track player playground in Unity to something a little more visual. Decided to keep the music intensity controls console-based so it’s easier to explain what’s happening.
#indiegamedev #gamemusic
Super short score I developed the score for a game jam. 4 intensity stages (based on the pollution meter), a soft intro and an ending stinger. Took a fair bit of inspiration from games like Mini Metro and Civilization.
#gamedev #indiegamedev
YT link: youtu.be/1KOtjTXj-rw



