Derelict Ship track

Last week I had the privilege of having one of my pieces featured on a new compilation album of video game composers. Titled the Gam3rCon-Pilation Album 2013, the album features a collection of original pieces by composers from around the world. Originally I wanted to have a post up on the day of the album’s release, but I decided to wait until I had a chance to listen to it in its entirety before commenting or discussing it and my piece. Today I want to present my thoughts about the project and give you a small glimpse into what went into the creation of my track Derelict Ship.

I originally heard about the Gam3rCon-Pilation Album through some people on twitter who had posted a web link for the project. The members of Slightly Ajar Treasure Chest and Gam3rCon were looking to gather submissions of new music by game composers for an album to be released and played at Gam3rCon 2013. The only major requirement, in terms of style of music, was that it had to be a piece that you would hear played in a video game. It could be in any genre and I could use any tools that I had available to create the piece. Given that I am still working towards earning a living as a composer, I didn’t want to pass this opportunity up.

One of the first things I needed to decide was what type of piece I wanted to write for this album. My first thought was to do a big orchestral piece, primarily a boss or battle theme. I felt that, with my classical music background, it would be better to go with my strengths in orchestral writing, rather than working in a genre outside my discipline. However, I began to question if that was the best approach. In some previous composing competitions, I had seen a lot of orchestral composers write big, dramatic, attention grabbing pieces. Many of them were good, but it seemed to be the default approach for a large number of people. I wanted to do something that was different from what others would write. With that thought in mind, I started thinking about alternatives. I began looking at some of the older games in my library, particularly games that I had played over the past decade. One franchise that I’ve really enjoyed, especially in terms of the music, is the Metroid series. Super Metroid and the Metroid Prime games have some amazing atmosphere and the music plays a huge roll in setting the tone of the player’s experience. At that point I decided to try writing a piece for a game in a science fiction setting.

One of the elements that I really wanted to emulate from the Metroid series, Metroid Prime in particular, was the mix of acoustic and electronic sounds. I wanted to have an acoustic instrument provide the melodies and have the rest of the piece built around it. I spent some time exploring my instrument libraries and eventually decided on the Shakuhachi, a Japanese end-blown flute, for the featured instrument. A majority of the writing process involved experimenting with different melodies against a set bass line. Once that was all figured out, I began fiddling with different electronic and bass instruments. The organ and low synth pad were brought in first, with the harp and electric bass added once I decided at what points I wanted them to enter in the piece. I ended up adding a majority of the higher pitched instruments much later in the project’s development. The high synth pad and the voices helped add a more foreboding and tense feeling to the track. I spent a majority of the writing process trying to find a good balance between the shakuhachi’s tranquil passages and the more dissonant synth and vocal sections.

Most of the mixing process was very straight forward. The two instruments that took the longest time for me to finish adjusting were the drums and the shakuhachi. I experimented with a lot EQ settings and reverb effects for these instruments. I wanted to give some reverb to the drums to help give a cavernous sound to the piece, while making sure the drums had enough presence so they wouldn’t get washed out against the other instruments. The EQ for the shakuhachi was something I spent the most time on, out of all the elements in the piece. In the final version I boosted some of the high-end frequencies, which brought out the breathier sounds of the flute. This also helped separate the instrument from the rest of the mix. Once I was finally satisfied with what I had, I submitted Derelict Ship and waited for the verdict. A few weeks later, I received confirmation that the piece had been selected.

The album was released on July 17 on Bandcamp in time for the Gam3rCon in San Diego. This was the first time that I was able to hear everyone’s piece with the final mastering touches that Nate Herrera, aka N8bit, implemented. The Gam3rconPilation Album 2013 has a very diverse collection of styles from the different composers. The genres range from chiptune, orchestral, to electronic. I can honestly say that N8bit did a great job with mastering the Derelict Ship track. He brought out all the elements of my music that I wanted to have stand out and gave the whole piece the extra audio polish that it needed. Every piece on this album sounds excellent and each composer has their own unique sound and style on display. Give it a listen if you are a fan of video game music of any kind. There’s something for everyone to enjoy.

I would like to thank everyone at Slightly Ajar Treasure Chest, including N8bit, and the people from Gam3rCon for putting together this Gam3rConpilation event. It’s been an honor to have been selected for the album and it was a great learning experience for me. I look forward to seeing them continue this as an annual project that helps showcase a diverse range of new artists. Again, if you haven’t checked out the album yet, it’s available on Bandcamp for free at name-your-own-price. Any money put towards the album will be used to support the next album and a portion of the proceeds will also go to the Child’s Play Charity. I had a lot of fun creating the Derelict Ship track and I hope you all enjoy the album.

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