BuildItUp2 will have 24 win / lose stingers that match the main music themes. Here is a preview of some of them.
In my late teens I fell in love with game development. I knew the basics of programming and I was so curious to learn how the games that I played was being made. I started making maps for the 1.3 version of Counter Strike. CS was the reason I got my first job at a local internet cafe. My job was to show people how to play it, plan local games and most of the time play the game with the customers.
It was an amazing experience to play on a map that you created. I made my home, my neighborhood and anything else I thought was fun to play.
I then messed with some game engines. 3dgamestudio, gamemaker, darkbasic, Unity, Adventure maker to name a few. I ended up with a lot of unfinished games as we all do at some point. Game development is next to impossible if you do it alone. And I wanted to do everything by myself. I couldn't wait to start a new game idea and to make the first level, compose a track or two and test the game. Had to learn 3dstudio max, photoshop and video editing just to be able to do the basics of animation, art, cutscenes etc.
It was time for my "serious project". The one that I had to work my ass off to release it. Spend every hour that I could find for one year developing the game. I named it "6 Underground" and it was a 3d person shooter with bullet time effects. Similar to Max Paine games.
After the first year, I was exhausted and also got a new job. Didn't have the free time to continue working on this. It was then when I decided to make music for games. I couldn't make games myself. I could make small mobile games but I wasn't interested in doing that. But I wanted to work with games somehow. Of all the skills that I had in game development, music was the most advanced and the most fun to do. So I decided to use that skill as a vehicle to get involved in game making.
My goal is to refresh my knowledge of Unity. Its been a while since I used it as game development tool. Time is so valuable to me these days and I dont know when I'll be ready but I want to have a second role in a game dev team as a programmer and a composer. We will see.
I decided to give every music pack that I made at a very low price. This doesn't mean that the pack is not good or its something that is easy to make. I work 5 months on average to produce a pack. Every time I have to choose the best tracks from all the ideas that I gathered since the beginning of production. I want every dev out there to have access to good game music from a guy that loves game development. There are many teams that begin with zero budget. I was on a zero budget when making mine. Many of the teams that I worked were on a zero budget.
I played so many good indie games the last year. I am so optimistic about the indie community. Tools are becoming easier to use, most of them are free and there are many talented people around. So there is no better place and time to make what we love and enjoy the whole process.
Since I didn't back up my stuff back in the day, this is the only video that I have from my game 6 Underground.
Who said you cant dance in the wasteland? #indiedev #gamedev #unity3d #gamemusic #composer
Nox Aleo was my first try at a game jam. I was lucky enough to work with people that knew how to work as a team. The only reason I decided to participate in a jam, was to find out if I can work in such a small period of time. Good thing is that the idea was good enough to give me some guidance and inspiration.
You can't find a clear direction about the soundtrack the first days. At least I couldn't. After the third or forth day, I knew what I wanted to do, but I already had 2 tracks written that the team wanted to be in the game. Borrowed some instruments for those 2 tracks and add them to the new tracks. It was a quick way to have an identity and consistency. That's one of my goals on every project, even if every track is in a different genre than the previous one. Playing cards with death came late in the development. So my approach changed a bit.
Another thing that helped a lot was to ask the team to describe the music with words. I hate it when I get music for reference. Especially when someone wants a copy of "enter title here". So i try to avoid asking for music as reference. It was my first time that I also did all the sound effects for a game. Which it was a nice break from the music writing.
You can play Nox aleo at itch.io