Get Up (Lunatic Edition)

 

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[Calm Track]

[Combined Track]

 

Synopsis:

A song written for a friend's game, in the last week before its due date. When Justin's music guy didn't come through, and didn't seem to know how to create a dynamic music track properly, I offered my help. At his request, I reconfigured an existing composition to sound more "mad-scientisty". One very busy day later, I had made this track, and sent it out as two distinct parts: calm and intense.

 

Basically, the volume of the intense track is scaled to match the intensity of the current gameplay, while the calm track remains fixed at full volume. I designed the split tracks to keep most of the melody on the "calm" side, so that any amount of oscillation on the volume of the "intense" side would not break the flow of the song. I also kept the intense track relatively volume-consistent - so that fade-ins would be immediately noticable. As a large part of the action in Justin's game took place off-screen, the audio became the most important cue for recognizing an enemy breach of defenses.

 

This is one of my favorite songs to date, as a perfect example of a fast-paced dynamic song done right. The piano composition actually stems from a design for the final boss music in my own story, and as such I spent a great deal of time on it. In addition, the incorporation into the very gameplay of the game it was included in is one of the things I strive for with my music. Lastly, the music is varied and interesting, despite the strict requirements of intensity-based dynamics. What more is there to say?

 

Details:

Duration: 1:36 x2

Program: Reason 4.0

Key Instruments: Piano, Organ, Synth, Synth Voice