Here is our teaser trailer, for which I composed the music to create a feeling of action and tension, and get the player intrigued and excited about the game.
Demonstration of the ambient backgrounds and character barks in gameplay.
(Art-wise outdated) teaser trailer, for which I composed the music to create a feeling of action and tension, and get the player intrigued and excited about the game.
"De Amor", Chronautical's main theme, is based on a traditional guitar song from perhaps the 19th century (origins are not entirely clear). I was inspired by the melody and created instrumentation around it, as well as some additional melodic sections. The traditional and possibly familiar tune played on music box gives a warm and antique feeling, which is juxtaposed to the synths and more futuristic instruments. This is the aim of the game as a whole: bringing an warm and antique vibe to the usually cold and futuristic genre of sci-fi.
Each character in a scene also has their own counter melody, which only plays when they are nearby. This gives each song more variation, as well as giving the player subtle hints as to who they can find in this area and time if they go looking.
My process for writing music begins in a free in-browser DAW called BeepBox. This music maker helps me get melody and harmony ideas down quickly and has really helpful loop functions that makes it easy to get a simple song structure down. From here, it is very easy to export it to a midi file, which I then take into a more robust DAW (usually Reason) to make adjustments, add instrumentation and orchestration layers, and do final mixing and production.
When exporting the final mix, I exported different layers separately so that I could link the separate layers to parameters in FMOD. This, like the environments, can be controlled from changes in the game. These can go between any parameter at any time, and flow seamlessly to immerse the player in a soundtrack unique to their gameplay.
Sound effects are implemented via Inkle, the plugin we are using for our dialogue system. I worked with our programmer to create custom commands that tell Ink to play FMOD events in certain ways and at specific times, and to change parameters exactly when needed.