New blog post- Writing tracks for a videogame soundtrack

Elements Destiny

Use the power of the elements and face your destiny. Elements Destiny is a 2D Fantasy RPG with pixelated retro visuals. An emotional journey with a deep story, challenging turn based combat and handcrafted artworks. And yes, the soundtrack is massive!

In this blog post, Composer Gianny Abel shows you how he created this previously unreleased fire dungeon track from our OST. Here's an extract: [b]Soundtracks in general[/b] When composing for a videogame there is one thing which should not be forgotten: A full soundtrack is being composed, not just a lot of single tracks. It is therefore best to have a rough idea of the direction in which the entire soundtrack should move right from the start. There are other things you’ll then need to think about: How big will the soundtrack be? Which tracks need to be done first? Which genre should it be, do I compose for a Jump & Run or a Simulator? Is the game set in a future setting, the past or a fictional time? Especially the time can influence the instruments one may use, for example synthesizers for futuristic settings or more traditional sounds for the past. Is the game set in a special place? Example: Fire Emblem Fates with the more European Nohr and the Japanese-inspired Hoshido. The soundtracks of the areas are very much based on sound patterns typical for Europe and Japan. These preliminary considerations create a rough orientation framework that breaks down the large mountain of tracks into smaller stages and helps you to decide which song you want to create in which way. Of course it is impossible to plan the whole soundtrack from the beginning till the end, ideas will show up every now and then, changes need to be made along the way – but creating a rough outline will ease up the production a lot. [b]Composing for Elements Destiny[/b] RPGs usually have rather massive soundtracks – due to their playtime. You usually need a lot of tracks for different areas, character themes, battle themes and atmospheric tracks for dialogues and other situations. Early on, we put the priority on battle themes and tracks for the dialogues as these two parts are essential for the game and players will spend a lot of time listening to them. With a similar priority, we handled the character themes of the main characters. The reason is simple. We work with a lot of leitmotifs (more on that later on) and we wanted to establish these for each character early on. Since Elements Destiny is a a fantasy RPG, we’ve decided to go with typical fantasy elements like epic tracks, orchestral work and so on. But since it’s also set in a fictional world and time, we even had the freedom to use synthies and e-guitars. Plus a lot of the locations are more or less based on real world places, so we could use influences from these cultures as well and move a bit away from “Just another fantasy world” approaches. Among other things, this has the consequence that individual tracks stand out from one another more strongly and the soundtrack appears even more diverse overall. (...) [b]Read the full post:[/b] [url=https://elementsdestiny.de/writing-soundtracks/]https://elementsdestiny.de/writing-soundtracks/[/url]