Turning a Loop into a Texture Rich VGM Track
Copper Cloud Game Audio
0:00 / 0:00
Turning a Loop into a Texture Rich VGM Track
50 просмотров · 12 дней назад
Copper Cloud Game Audio
39 подписчиков
50 просмотров · 12 дней назад
Hello! I am Peter Roberts, composer and sound designer. I founded Copper Cloud Game Audio to bring custom, quality, and affordable game audio to the Indie Dev community.
This is volume 2 of a 10 part series where I break down my track Rejuvenation Trance, which is part of my Multi-Genre Music Asset Pack. In this installment, I introduce the arrangment technique I used to create Rejuvenation Trace. I take an “overly dense” loop, and utilize the idea of changing textures and dynamic shaping to shape the separate elements of this loop into a full track! I believe texture and timbre are often overlooked aspects of educational composer YouTube content and I will be exploring the concepts in detail over the coming weeks.
Website: https://www.coppercloudgameaudio.com/
Multi-Genre Music Pack: https://www.coppercloudgameaudio.com/...
Bluesky: https://bsky.app/profile/coppercloud....
itch.io: https://coppercloud.itch.io/
Unity Asset Store: https://assetstore.unity.com/publishe...
Timestamps:
00:00 intro
00:49 writer’s block
01:07 stuck in the loop
01:43 create an overly dense loop
02:17 when this works
03:38 my dense loop overview
04:24 listening to the dense loop
05:06 pads
05:53 pluck
06:27 arpeggios
06:53 high sparkle
07:04 MIDI clips
07:27 bass
08:04 strings
08:22 melody
09:08 counter-melody
09:29 drum groove
09:39 structural decisions for better results
11:33 reasoning behind structural decisions
12:10 adding drums and changing energy
12:18 adding pads
14:09 adding high sparkle
14:42 adding arpeggios
15:46 painting the background
16:08 adding more arpeggios
16:18 adding strings
16:31 adding bass
17:02 fading bass in
17:35 building the ending
18:10 adding melody
19:26 adding counter-melody
19:56 layering melody and counter-melody
21:02 decisions about overall shaping
21:34 building a white-noise effect for added impact
24:12 reason for using white-noise
24:24 reason for using filter animations
25:02 adding filter animations to the whole track
27:52 using volume automation with bass heavy sounds
28:32 adding another white-noise transition
29:26 filter and volume automations for secondary dynamic wave
31:13 filter automations for smooth ending
32:02 fixing drums
33:04 adding 3rd white-noise transition
33:40 finishing touches to automations
34:28 looking at automations to see shape of the piece
35:00 Serendipitous Sync – VERY IMPORTANT IN VGM
36:20 my hopes for you
36:44 on the next episode
37:02 outro