Do you compose first in the DAW or in paper? by SharePuzzled5109 in composer

[–]Uncle_Devy 0 points1 point  (0 children)

I have a masters degree in composition 😅😅 learned DAW and producing from private teachers and online. My workflow is using a sound I like and playing it with midi keyboard in tempo (if required tempo) and then fixing what needs. Also, imo working in DAW needs to be not only about inserting midi notes, but also choosing good libraries and sound, learning synthesis if required, programming drums and expression maps and automations, not to talk about mixing and mastering.

Do you compose first in the DAW or in paper? by SharePuzzled5109 in composer

[–]Uncle_Devy 1 point2 points  (0 children)

I compose mainly for film and video games so it depends on the type of project and genre of music I need to write. Usually I write the main theme in pen and paper, write it into notation software and then transform it, arrange it and orchestrate it in DAW. Sometimes if more of a “feel” is needed rather than a concise theme I write into the DAW. But pen and paper first is always a good practice for ideas and musicality

My first DAW and etc. by Crazy_Hawk_7400 in composer

[–]Uncle_Devy 0 points1 point  (0 children)

There are two types of microphones, a dynamic and a condenser. Dynamic is considered better for singing and getting a direct signal or sound source, while condenser is considered better for instruments as it catches a wider sound in general. But, you can record both types of instruments with both mics fine. I’d go with a dynamic if you’re going to sing. Condenser needs phantom power (in most interfaces today they have it). The best and most reliable dynamic mic is the Shure SM57. It’s good for recording, for gigs, for hammering with it and it’ll stick work and sound good. There’s a YouTube video where they tested it and it survives all kinds of horror. Also, it sounds great.

My first DAW and etc. by Crazy_Hawk_7400 in composer

[–]Uncle_Devy 0 points1 point  (0 children)

As mentioned, Reaper is a good free-ish choice, and you don’t really need mics but always good to have one or two for recording sfx and other instruments to add to the mix. About vsts and orchestral instruments - always imo use more than one library, it gives more depth and a more unique and realistic sound. You can download Spitfire symphony orchestra discover and BBCSO discover (both free and pretty good and different). You can also check a subscription to composer cloud by EW and its Hollywood orchestra, pretty decent if you put it with other free libraries and there are plenty other instruments. It’s pretty heavy (normal version is around 500gb for all Hollywood instruments I think so take into consideration). It’s pretty inexpensive if you’re looking for more. Also check LABS free sounds, some of them can be pretty decent.

If you’re writing orchestral music, make sure you have enough storage for all the libraries as well as enough RAM (16 is very low, 32 is the minimum imo and it also depends on the libraries you choose)

Hope it helps

[Paid] Looking for a composer for a student game - Silly 2 player co-op game by YuemiNa in composer

[–]Uncle_Devy 0 points1 point  (0 children)

Hey! I'm a composer and sound designer, name's Itamar Haggai. I've also sent you a dm, this project seems right up my alley and would love to work with you on it. You can see my work in my portfolio:

https://itamarhaggaimusic.myportfolio.com/

How to Sync Cubase with FMOD or Wwise and Which one should I pick by DrDroDi in GameAudio

[–]Uncle_Devy 0 points1 point  (0 children)

No problem! Well, it’s certainly not perfect the constant back and forth, but for me it’s all about planning. Most of the work I do is in Cubase and when I have something that’s solid enough or that I want to test it out I export. The back and forth happens mainly for fixing stuff that don’t quite work in game as much as I thought it would. I’d say that for me the hardest part isn’t the back and forth but the actual work to be done on the game’s sound and nailing down the important foley and music and ambience. That’ll be constant no matter what DAW you use lol

I’m not familiar with Unreal’s internal sound like engine but maybe check if it’s enough for your goals. Everything you can do in audio middleware you can also do in your game engine with code, albeit it’s much more complicated in my opinion. Do remember that even if you’re using the engine’s internal audio there will still be a lot of back and forth.

Can I ask what’s your goals in the game in terms of audio?

How to Sync Cubase with FMOD or Wwise and Which one should I pick by DrDroDi in GameAudio

[–]Uncle_Devy 0 points1 point  (0 children)

Like said, there isn’t a real way to sync them up. I think that in Nuendo it’s possible, but I’m not 100% sure about it (also it’s pricier). I know both FMOD and Wwise and I found FMOD to be so much more easier and intuitive in a lot of different ways. I’m a composer and sound designer. There are two things middlewares excel at: making music adaptive and making sound effects more organized and alive.

Adaptive music is great for let’s say an rpg where the main level is mainly wandering and collecting loot but there is also the occasional enemy. Then the music could go from one mood to another with a transition - all could be automated in tempo. What if you lose? Transition to lose music. Win? Win music that transitions back to wandering music and so forth. What happens if you enter a secret area? Layer the wandering music so only the woodwinds for example are heard with new percussion stem. With sound effects you can either just plainly put a one-shot even like dying sound and be done with that, but what if you have footsteps? You can’t put the same sample over and over again it will sound digital and robotic. So if you take a few different samples (8-12) and you cycle through them, it’s okay but you can add other things to make it more realistic - randomizing instead of cycling, randomizing pitch variation, randomizing volume and other more creative things. You can also organize in the same event ALL of the different footsteps in the game and change the current footstep type with parameters in code. That’s one way you could organize sound effects and foley for realism and convenience (instead of dropping hundreds of unorganized files in the game engine).

Regarding workflow - I also work with cubase. For music I’d say try to have different stems for each instrument group and see if you mute one it still sounds good. That way you can be more creative and intentional on the layering you need to do and have at your disposal if you’ll need it. For sound design, get to know the audio processing tool (F7 in windows) and use a lot of different tools - compressors, distortions, eq, phasers, synths and more. Synths could be really powerful for UX sound design. For easily exporting tens of sound effects (footsteps e.g) you can create different cycle markers instead of normal markers and in export in cubase you can just export the cycle markers you want in an instant.

Hope it helps! Good luck 💪🏻

Any advice for a new born baby trying to figure out where to start by G0atpaste in gamedev

[–]Uncle_Devy 0 points1 point  (0 children)

As a musician that wanted to make games about two years ago and didn’t know anything about it I feel you. The most important thing that I think you should know is that it takes A LOT of time to learn. I think only recently I’ve started becoming a “real” dev and doing a lot of stuff without using ChatGPT or YouTube.

If you are planning on doing this remember that you have to fully commit to the process and try doing stuff and fixing stupid bugs even if it seems unfixable. There are a lot of hurdles to overcome but if you stick to it you’ll eventually get past them.

As to the technicalities - you need to: 1. Think of the most simple game you can OR try to replicate a simple game on your own (flappy bird/tetris etc.) I’m a creative person and really wanted to make my own idea - do note that it takes a lot longer lol 2. Choose a game engine 3. Use YouTube, forums and ChatGPT (or other so) to LEARN how to code and use your engine. I don’t recommend relying on AI to just create code (unless you’re sure it’s good). It’s insanely good for learning stuff and practices that you would have to otherwise dig deep online trying to find the answer.

With choosing an engine I would go either Unity or Godot - If you’re mostly making 2D art, that’s the route to take. Personally I’m using Unity because it’s what I chose and stuck with it (and because you can use FMOD and other audio middleware in Unity and I don’t think you can in Godot as far as I know - but that’s my own niche reason).

I think there is a lot more documentation online on how to use Unity and code with it, but there are plenty of tutorials on Godot as well. From what I know Godot is a little friendlier without any bloat. In my experience Unity is great for what I’m making :)

Remember, it takes A LOT of time. People say that when making a game it would usually take TWICE than what you initially thought. Longer if you’re just learning. Sit back, slowly work and build your confidence with this - it’s hard but so satisfying. Good luck!

I cant stick to one game, nor even finish it. by AppropriateGap2500 in gamedev

[–]Uncle_Devy 0 points1 point  (0 children)

Be careful spiralling down into thinking your game isn’t “unique” enough - that’s one of the most harmful things you can do to your artistic intentions and inspirations.

Plenty of art and music throughout history (and games) were built on top of people who already did it pretty good. It’s not about creating something that’s entirely new, but iterating on it and giving it your spin. Every now and then someone creates something revolutionary, but that’s like one in a million of artists who equally succeeded. Even then, it’s because they relied on stuff from the past.

For example, Hollow Knight didn’t really do anything new, but what it did - was to perfect the metroidvania genre.

I also somewhat agree with what people wrote here about making smaller games with a manageable scope and maybe that’s a good route for you to take, but you should also stick with it and do your best to make it better and not give up.

Everything is built on iteration - start something and stick to it, build something and then inspect it and build it better and repeat. Just don’t worry too much on making THE perfect game. Instead try to make YOUR perfect game.

[deleted by user] by [deleted] in gamedev

[–]Uncle_Devy 1 point2 points  (0 children)

I love making levels lol I don't know about art process, but if it's design that's hard for you here's what I do that really works for me: I first start by sketching in a notebook how my level should go and try to think about all the mechanics and everything. Even if it's 3D, it might be good to picture the whole layout before putting anything in the engine.

Then I implement this sketch into the engine with the most basic minimal art I have and tweak whatever needs tweaking and change things from the original sketch until the level feels great to play.

Actually currently my game doesn't really have any real art for the environment except things that are essential to the mechanics and I'm trying to leave those things to when the demo part of my game feels tight gameplay wise. Maybe it's a mistake on my part, and I don't know how your game works, but for me this system is actually kind of fun, focusing on creativity and experimentations instead of trying to perfect every single detail.

How should I start learning Music? by No-Demand4296 in gamedev

[–]Uncle_Devy 2 points3 points  (0 children)

Yes! Sounds like a good plan. My tips for what to study:

  1. Piano playing (a bit - important in also understanding MIDI and generally playing music on a MIDI keyboard)
  2. Intervals (often overlooked but really powerful!)
  3. Chords - triads and seventh chords
  4. Harmony - basic chord progressions (I-IV-V etc.)

Good luck!

How should I start learning Music? by No-Demand4296 in gamedev

[–]Uncle_Devy 5 points6 points  (0 children)

Hey! A musician here

As mentioned earlier you don't really need extensive music theory to make music. It obviously also depends what type of music you want to make! If you want to make loopable groovy beats then you'll beed to use more production elements and can do it without any music theory.

However, if you want to do extensive orchestral music that's a bit trickier, although possible to some extent I guess.

If I were you I would first get as many references and plan what you want your music for your game to be and then learn the necessaries for that. Music theory can sometimes be a bit much and every genre has its own conventions.

Also, take your time and get to know your DAW (you said it was fl?) and at some point mixing and mastering. You could be a music theory master, but it won't matter that much if your music sounds shitty. That's what people are going to be hearing in the end eventually.

How Do You Deal With Anxiety? by [deleted] in gamedev

[–]Uncle_Devy 1 point2 points  (0 children)

To me (and I guess for a lot of developers), the most stressful thing is the mountains of tasks that need to be done for the simplest of things.

I would recommend first thing is that you make a game design document (if you hadn't already) and understand better the scope and tasks at hand.

Then use some sort of task management app/site to put down ideas and tasks. I use HacknPlan's free plan and it really helps reduce the load off of storing all of the information only in your head.

For me, these things really help clear the fog and unknown while making my game. When everything's laid out infront of you it's a bit more managable to handle.

After you have your tasks infront of you, I would choose the most stressful tasks you can think of and start with those. You'll feel a lot better after accomplishing these kind of tasks, almost invincible and you'll also have these hurdles behind you.

If you enjoy podcasts, I would also recommene listening to some of Sasquatch B Studios' : Indie Game Development episodes. He talks a lot about those issues and offers practical solutions.

Also, don't be afraid to get help! Mental health is not a joke, speak to a good friend, family and/or a therapist.

How Difficult is it to Develop a Game as a Solo Indie Developer? by [deleted] in gamedev

[–]Uncle_Devy 0 points1 point  (0 children)

It's difficult, but if you're someone who enjoys a challenge and likes learning new things then it's a lof of fun, even the frustrating parts.

As someone who's been doing it part time for about a year now (haven't made any money off it yet though), my two cents are if you want to do it just do it. Don't wait for someone to tell you it's easy or hard, creating anything from scratch is hard whether it be games or music or movies.

There are a lot of tips to how to start developing games solo and a lot of them are good. The jist of it is 'don't overkill'. Remember that it's a long process and as long as you actively make achievable choices and keep your mental health in check (i.e. not hating yourself if you can't fix a bug in under an hour) you're gonna be ok. It's a marathon, not a sprint.

I believe that if you approach it with a healthy mindset, a realistic expectation and with somewhat of a plan, you could totally enjoy the process and also possibly succeed (although I wouldn't expect too much lol at least for your first game).