The main styles used in games. (Creating the first track)

Revealing the main features:

  • Rhythm;
  • Melody;
  • Form;
  • Instrumentation.

Theory:

-Why are these particular tracks used?
-What is the relationship of the tracks to game moments and locations?
-The interaction of different Gammas and chords. What emotions do they convey?
-Does the music from the games emphasize the emotions experienced by the character?
-Does the emotion evoked by the type of location match the hero and the music?
-What aspect is missing from the location that the music makes up for?
-What aspect of feeling and emotion can’t the player experience while sitting at the computer?

Analysis
The emotional background of the character. His character. Key features. (Artwork)
The hero’s perception of a particular game event.

Theory:

  • How the sound of a location can change when playing as different heroes;
  • Association work;
  • Does the sound of each of the scales convey what emotion? Where can it be used? Does anything need to be changed;
  • Using / Imitating natural sounds;
  • How to create a background and melody that reflects the mood of the art;
  • When to write a melody and when not to.

Practice:

  • Chords and scales. The emotional charge of chords and scales. What is it like?
  • Combinations of different chords and scales. Does the emotion change?
  • Which chord + gamma chain reflects which emotion?
  • Write a short track on any art. Describe what emotion the art conveys.
  • What is the emotion conveyed in the track?

More complex tracks.
Choose a theme.
Analysis

  • Schedule the instruments used according to the number of emotional layers of the location.
  • Come up with a “picture” – a sequence of supposed events that are most characteristic of the game/location/character.
  • Write out the sequence of parts with the picture in mind.
  • Select the “main” part or melody, which will be the core of the track.
  • Match scales and chords to each part

Small parts
Analysis

  • Explore background subsounds using tracks from the games as examples.
  • What do they express? What is their role?
  • Acoustics. Sound modeling of the location.
  • Adding background sounds to our sketches. Panoramic effect.
  • What does it feel like to listen to the track? Does it fit the artwork and why?

Theory:
Different options for transforming any information into sound.

Analysis:
The original soundtrack of The X-Files Theme – Mark Snow.
Why are high sounds used there?

Modeling the environment with the help of tools.
Analyze an example track

  • What sounds in this track?
  • How was the sound achieved?
  • What emotions does the track evoke and why?
  • Pay attention to the rhythm.
  • Recreating the acoustic features of the location.

Non-musical moments. The influence of sound on consciousness.

Analysis:

  • What can be close to the theme of the track, but not be a musical component?
  • What elements are close to the theme of the track (location) but are not musical?
  • Sounds in everyday life that we don’t pay attention to. What are they?
  • How to fit these elements into our track organically?
  • How to fit these elements into our track organically?
  • A clear understanding of the “picture” of the track.

Theory:

  1. The influence of certain sound frequencies on the mind.
  2. Mantras. The healing effect.

Analysis:
Which tonality (frequency) matches the mood and purpose of our track?
Which mantra is appropriate?