Official G.A.M.E. 6 Planning thread of GT vs. FORZA: The Soundtrack Battle

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LiveFromKyoto said:
This is the track I'm working on for Forza, KYOTORING NATIONAL:

http://soundcloud.com/livefromkyoto/kyotoring-national-wip

Logic is so awesome :D

I had my volume way up high for some reason and I jumped out of my chair when I played your song. :lol I agree with what permutated said about the drums. I really like the feel of it, the bass is sweet. It actually reminds me of another racing game, I can't remember which one. :o
 
It's probably the space designer module you guys are hearing, I might take it out of the channel strip. The drums are already run through limiters and the drums for the build up are compressed. I'm not really noticing anything seriously out of place even on my AKGs, though. I mean there's reverb there, but it doesn't sound like it's really interfering with anything.
 
For me it's mostly about the kick drum being a little too low. I should probably download it though, Soundcloud's sound quality always plays some tricks.
 
Even listening on SC I'm not really hearing it, it may be that my ears just aren't as good. Can you describe in a bit more detail what's going on when you hear it? The difference is pretty slight to my ears when I take out the space designer.
 
Yeah, I agree about the kick drum...it's almost nonexistent.

Sounds really thin and midrangey...

Forgot to mention that your guitar has a really harsh resonant peak about 2-6k in I think, might try lowering that range with an EQ, that way it's not competing with your overlaying synth so much, I think at that point you could lower the synth a tiny bit and you'd have a better overall mix.

Just ideas. :--)
 
monchi-kun said:
Did you just get Logic 9?

Nope, still haven't mastered good ol' 8 yet.

permutated said:
Yeah, I agree about the kick drum...it's almost nonexistent.

Sounds really thin and midrangey...

Forgot to mention that your guitar has a really harsh resonant peak about 2-6k in I think, might try lowering that range with an EQ, that way it's not competing with your overlaying synth so much, I think at that point you could lower the synth a tiny bit and you'd have a better overall mix.

Just ideas. :--)

Hey go ahead, throw out all the advice you like, it's helpful. I'll come back to it with fresh ears in a bit.

Chris Murphy said:
http://soundcloud.com/imba/fall-to-peace

My previous track has changed a fair bit lol.

Link doesn't work, is the track public?
 
EDIT:

Right! Been working on my track and it's nearly getting there. Although I don't like how the melody comes in and theres a few automation errors. Also I'm losing the bass when the notes change when listening on my hifi system, so that needs sorting.

Getting there though, it's nice to make a techno track haven't made one in years.

UPDATE EDIT: sorted some of the problems out on my Forza Track.

http://soundcloud.com/imba/fall-to-peace-v4-forza-track-wip

And here's my Gran Turismo track I just started on. Same drums as my Forza track but I'm lazy and cant be bothered making drums from scratch again.

http://soundcloud.com/imba/fear-of-living-v1-gran-turismo-track-very-wip
 
http://soundcloud.com/studio-ultim8/divine-chi-blue-cylinder

Okay guys, I uploaded the final version for my GT track. I made some changes suggested itt, and now the song gets to the good parts faster. The lead is also much shorter. Rather than upload another song, I just edited the one I had in and changed the file. So although the link is the same, you should now hear the final version.


I've also started work on my Forza track. I think it's pretty badass. I can't wait to post it here.
 
I don't know about the deadline, but I think we should launch the first album (Forza) on October 25th. That's 2 days before the launch of the game, right when the hype will be at its peak.

I made some progress on my track. It's actually missing some filler in the middle, but I extended it and the ending melody is pretty much final. So yeah that lack of melody between 1:55 and 2:20 is temporary.

http://soundcloud.com/supradarky/game6-forza

What's weird is that I honestly think this might end up being the best track I've ever done, and because of that it's like anything else I do from now on won't sound as good.
 
SDZeta said:
I don't know about the deadline, but I think we should launch the first album (Forza) on October 25th. That's 2 days before the launch of the game, right when the hype will be at its peak.

I made some progress on my track. It's actually missing some filler in the middle, but I extended it and the ending melody is pretty much final. So yeah that lack of melody between 1:55 and 2:20 is temporary.

http://soundcloud.com/supradarky/game6-forza

What's weird is that I honestly think this might end up being the best track I've ever done, and because of that it's like anything else I do from now on won't sound as good.

Awesome track; you sound like your a Pryda fan.

The only thing that sounds out to me is the Snare and the hihats (to a smaller extent). I reckon you should drop the high EQ'ing and reverb on the current snare and put a SHHHHH type noise (like an 808 snare drum) in to cover the high end and leave the current snare to fill more mid range. Hihats I reckon need thinning to leave a bit more space for the synths.

Other than that dude I'm loving the feel of the track.
 
October 25th? I'll have something done for sure.

SDZeta said:
I don't know about the deadline, but I think we should launch the first album (Forza) on October 25th. That's 2 days before the launch of the game, right when the hype will be at its peak.

I made some progress on my track. It's actually missing some filler in the middle, but I extended it and the ending melody is pretty much final. So yeah that lack of melody between 1:55 and 2:20 is temporary.

http://soundcloud.com/supradarky/game6-forza

What's weird is that I honestly think this might end up being the best track I've ever done, and because of that it's like anything else I do from now on won't sound as good.

At 1:10 I'd really like to hear a better drop come in, the track is really nicely produced for the style but I feel that the composition could use more tension.

Other than that, would fit nicely, perhaps do more editing on that percussion line that repeats so often (the one that pans hard left to right).
 
Thanks for the tips. I think I'll lower the open hihat. Also about that drop in at 1:10 it's definitely something I'll change. I haven't really added any drop ins and outs or transitions yet. I'll also look into that hard left-->right percussion!

From what I've heard I'd say this is turning out to be an awesome album.
 
OP updated with project dates. I'll need help planning the launch thread with some fancy art and kick-ass copy...who wants to volunteer? Debating about creating a final participant list but i figure that will happen when the first milestone is reached.
 
ultim8p00 said:
http://soundcloud.com/studio-ultim8/divine-chi-blue-cylinder

Okay guys, I uploaded the final version for my GT track. I made some changes suggested itt, and now the song gets to the good parts faster. The lead is also much shorter. Rather than upload another song, I just edited the one I had in and changed the file. So although the link is the same, you should now hear the final version.


I've also started work on my Forza track. I think it's pretty badass. I can't wait to post it here.

<3 the changes!

Can't wait to load this soundtrack onto both my PS3 and 360.
 
I've started another one, somebody stop me!

It's 4am which is why I can't tell that this is a tangled mess that needs a LOT of stuff dialed back and shouldn't be posted yet:

Sakyo-Ku Turismo

It's got a couple of cool elements I'm happy with so far though.
 
m0dus said:
Preliminary art for the 2 disc set:

I really like it. The color scheme reminds me of Forza 2 though. Of course it hast some similarities to gaf.

The new user interface of Forza 3 uses a lot of white, red and a bit of grey. Here is my attempt. I hope it's ok I used your pic. If not please say so.

2emg31k.jpg


http://i28.tinypic.com/wm05eb.jpg

For this kind of stuff I love gaf.
 
Fortinbras said:
I really like it. The color scheme reminds me of Forza 2 though. Of course it hast some similarities to gaf.

The new user interface of Forza 3 uses a lot of white, red and a bit of grey. Here is my attempt. I hope it's ok I used your pic. If not please say so.

For this kind of stuff I love gaf.


I'll take it into consideration, though I've already made a number of changes beyond what I initially posted. (the logo, for one .. .) Also, we still want to incorporate color into the car, as the GT5 cover is taking the more monochromatic route.
 
I don't know if this is the proper thread for this, but I hit this road block while working on my submission for G.A.M.E. 6.0, so here it is.

I'm running into a weird and pretty frustrating issue with Logic Pro 8, if there's anyone here who uses it who might have some advice. I never had this problem before I upgraded to Snow Leopard... so I'm guessing that might be the culprit.

Anyway. I use Logic as my sequencer and I have an external controller and synthesizer, all hooked up and everything. In my Logic project, I create a new "External MIDI" track. On the track itself, I double-click on the little icon next to "track name" to open up the little window where I can select among banks and instruments. Never been a problem before.

But now when I double-click, the window only appears for a brief instant before closing. Really annoying because that's how I set the sequencer to remember the synthesizer's settings without having to go through and reset the synth everytime I reopen the project.

Any clue how to get past this? Is there any other way to open that window? I'm completely out of ideas short of getting Logic Pro 9, which I was planning to hold off on for a little longer...

Edit: Here's a screen of the window the only appears briefly that I managed to take:
2dtuolh.png
 
Carlisle said:
But now when I double-click, the window only appears for a brief instant before closing. Really annoying because that's how I set the sequencer to remember the synthesizer's settings without having to go through and reset the synth everytime I reopen the project.

Any clue how to get past this? Is there any other way to open that window?

Hmm...not sure, I couldn't find anything in the manual, but there may be shortcut keys for it.

Your best bet is to go to Apple's Logic Studio support forum, it's moderated by people who know everything:

http://discussions.apple.com/forum.jspa?forumID=1201

There are other people there having Snow Leopard issues too.
 
LiveFromKyoto said:
Hmm...not sure, I couldn't find anything in the manual, but there may be shortcut keys for it.

Your best bet is to go to Apple's Logic Studio support forum, it's moderated by people who know everything:

http://discussions.apple.com/forum.jspa?forumID=1201

There are other people there having Snow Leopard issues too.
Thanks! Scrolled through the forums and found a short, unresolved thread about it. Hopefully there's a fix soon :(
 
I've completely reworked the track I posted the other day, still a work in progress. Almost no elements remaining from what it originally started with, but I'm liking where it's going better now:

Sakyo-Ku Turismo



ultim8p00 said:
Well, I'm done with my Forza track. I don't quite like the way it came out, but let me know what you think.

http://soundcloud.com/studio-ultim8/divine-chi-nitromethane

Sounds fine to me, nice presence. What don't you like about it? You still have like 6 weeks to tinker with it.

lil smoke said:
Nice stuff people. Makes me want to start my track over :lol

I honestly think this project is going to be the biggest thing we've ever done by a good margin, both the Forza & GT5 threads already have like 8000 posts and Forza's not even out for another two months! Bring your A game man, a lot of people are going to hear this.
 
You guys are tearing this compilation up! I've started my track, but I've only really started programming some sounds. Hopefully I'll have a WiP by the middle of the week.
 
pirahna1 said:
You guys are tearing this compilation up! I've started my track, but I've only really started programming some sounds. Hopefully I'll have a WiP by the middle of the week.

Thanks for the comments on my soundcloud man. Glad you liked them, still got a lot of work to do, hopefully have them finished off before the close date.

I look forward to giving your tunes a listen.
 
monchi-kun said:
struggling with the first comp so i decided to switch gears

http://soundcloud.com/monchi-kun/game6-forza-1-1

thinking of adding a guitar layer on this at some point


I really really really like what you're doing here. It's like chiptune HD racer or something. Good stuff.


Anyways, here are my completed tracks! Both of them have been tweaked a bit again, particullarly Nitromethane. I really didn't like how it came out at first, but I changed a few things and now it sounds great!

http://soundcloud.com/studio-ultim8/divine-chi-nitromethane
http://soundcloud.com/studio-ultim8/divine-chi-blue-cylinder
 
monchi-kun said:
http://soundcloud.com/monchi-kun/game6-forza-2

playing around with some guitar comps...

I like the sound you got out of the guitar! The guitar and the synth are tripping over each other a bit though.

what's a good track length to shoot for? most races are probably over in 5 mins or less?

Yep. 3-5 minutes is a good length to aim for; most tracks are about 90 seconds per lap or so give or take - though there are plenty of races that have you doing a lot of laps, so definitely don't worry about going long.
 
right now the drums are just on one channel, going to break them down into 4 so i can have a better pan for each part.

song needs a good bridge, thinking of bringing the guitar part in after 4 measures of just the synths
 
one thing we should discuss is our plans for promoting the soundtrack. we didn't really get the word out for GAME5. I know Che Chou posts in the gaming section (community manager for Turn10 I believe). Now if we can only find a contact @ Sony...

anyone know the number for "awkward E3 translator guy"?
 
monchi-kun said:
one thing we should discuss is our plans for promoting the soundtrack. we didn't really get the word out for GAME5. I know Che Chou posts in the gaming section (community manager for Turn10 I believe).

Now if we can only find a contact @ Sony...

m0dus has been in touch with him and I shamelessly dared him to put a G.A.M.E logo in the game in the Forza thread. Good luck with GT though, Polyphony's not quite as into the community thing.

It might be worth contacting the aggregator blogs, Kotaku et al might be in the market for generating some GT/Forza related clicks.
 
i'm probably not going to have time to coordinate our PR effort...i'm getting shipped out to japan again for work and won't be back until the 1st week of October.

does anyone feel like stepping up and handling the promotion for the project?
 
I know jack about PR so I wouldn't be the guy to take the reigns there, but I'll contribute if I can.

Anybody have any advice for mixing cymbal crashes? I always have a heck of a time getting them to sound crisp and stand above everything during transitions. Even if I compress/EQ/duck everything under it I'm still not getting enough oomph unless I jack up the volume.
 
Just want to thank all you guys working on these compilations! I've been listening to them since G.A.M.E. 1.0, and I've enjoyed everyone of them.

My friends and I have been designing and programming a game for a the last two months or so, and we've gotten to the stage where we need music for what we have of our game. Is it necessary for us to buy physical equipment for this, or are there some good (preferably free, but I guess they don't have to be) programs for creating music? We're making a Cave Story like side scroller, so we were looking more into making some chip tunes and maybe mix it with a bit of techno. Any help would be great!
 
Stopsign said:
Just want to thank all you guys working on these compilations! I've been listening to them since G.A.M.E. 1.0, and I've enjoyed everyone of them.

My friends and I have been designing and programming a game for a the last two months or so, and we've gotten to the stage where we need music for what we have of our game. Is it necessary for us to buy physical equipment for this, or are there some good (preferably free, but I guess they don't have to be) programs for creating music? We're making a Cave Story like side scroller, so we were looking more into making some chip tunes and maybe mix it with a bit of techno. Any help would be great!

Thanks for the thanks, we're all doing it because this is a hobby anyway.

If you want to get into music creation there are a lot of low cost options. There are some free sequencers out there, even browser based, but I can't speak to the quality or flexibility of most of them. If you just want to do chiptuney stuff, this is a wealth of information:

Overclocked remix forums - so you wanna make chiptunes?

If you want something bigger & better than the free options, if any of you have a Mac, Garage Band is a good place to start and comes free. If you're on Windows, Fruity Loops is an easy and cheap option to start off with.
 
I've started working on my first Drum and Bass after I saw the latest Forza 3 gameplay trailer with its DnB playing in the background.

Now this is extremely WiP, but I really just need to know if the bass sounds good since it's the most important aspect of that genre. I want it to be loud and powerful but I have no idea if it's too loud. It starts at around 0:42.

http://soundcloud.com/supradarky/dnb-forza
 
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