Derelict Alpha was just released yesterday, I downloaded it shortly after midnight and began playing my way through (slowly, because I’m terrible at games).  Even though I’ve worked on the game it was just as exciting for me because I hadn’t played it since the beta which didn’t have my sounds or music in, and theres been a lot of other changes too.

A huge congratulations to ERIC HOGAN on finishing this big project.  Erik is a talented indie game designer from Auckland NZ and he has developed Derelict in his spare time over the last 9 months.  You can download Derelict for free from his website.

Notes on sound design for Derelict.

I came into this project as it was nearing completion, there were already a lot of sounds in the game from various soundbanks, and already three tracks of music from the other musicians Samuel Gavin, Edward Clombe, and Bill Norris.  I wrote two additional tracks and began working on the sound effects.

One of my favorite effects is the sound the teleport module makes in the game.  The teleport looks like a cylindrical blue forcefield, and monsters are transported onto the ship through them. I created the sound for these by plugging an instrument lead into my recording interface, and moved my thumb about on the hot end creating sounds like electrical hum.  Then I just chucked in a little phaser, a touch of reverb and that was it.

The sounds the monsters make in the game were a lot of fun to do.  I used my Digitech Vocal300 vocal effects processor to pitch shift the signal down and my old reliable Audix OM2 dynamic mic.  Just recorded snarling and lurking and scary breathing all pitched down, again a touch of reverb to replicate the sound of a big deserted spaceship.

The footsteps were the most challenging sound for me.  Because these sounds were recorded at home not in a studio to keep the budget down as this is not a commercial project, keeping out the background noise was a bit of an issue.  Especially when weather is involved.  But if it’s not weather it’s dogs barking, neighbors mowing the lawn, or people driving past.  In the end, I found the best way for me was to use a dynamic mic instead of my condenser, and to manually silence all the sound between the footsteps.  The dynamic mic was a tough choice because I had to get it much closer to my feet for the recording than I had my condenser, so it was tricky to walk realistically in one spot while being careful not to kick the microphone or tread too hard so that vibration traveled up the mic stand into the mic.  All in all, I’m reasonably happy with how the footsteps came out.

Here are the music tracks I wrote for Derelict.


It’s 10:00am, I am enjoying a morning coffee (Lavazza mmmmm) a piece of toast with cheese on top, and the thought that today I will be spending today recording yet more sound effects, rather than spending my day breathing solder fumes, fixing other peoples broken guitars while my own broken ones sulk miserable and neglected in their stands.

I am doing sound for a NZ indie game called Derelict. It’s a first person shooter, where you control five different characters. Which at first can be a little confusing but once you get the hang of it it’s very cool.

My very short retelling of the storyline would go like this – “You’re on a space ship, there are monsters. Kill them all.” There is in fact a lot more too it than that, but I won’t go spoiling it for you. You can download a beta copy of the game, and read the development blog for it at http://earok.net/. The current version doesn’t have any of my sounds in it yet, but I’ll keep you posted as to when I’m done.

Anyway, the coffee is gone so I better get started.

P.S. Portfolio updated. I have added some music from another game I have worked on recently. I can’t say any details about that game at this stage though. Secret Squirrel.

I have just got back from a nice little trip to Melbourne Australia, and while I was there I was lucky enough to stumble across an exhibition called “Game On”.  As I’ve been doing music for computer games here and there I thought I better pop in for a look.  The Exhibition is on the history of computer games, and they have over 100 playable exhibits.  Some are on old computers, some are original arcade games, some groovy old retro hand held games, and plenty of new shiny stuff too.  The neat thing is, the history of computer games is not yet long enough to be dull and boring (like, the history of literature… dare I say it?  I love books… but… yeah…).

You can find more details about Game On at http://www.acmi.net.au/game_on.aspx I really recommend checking it out if you have the chance.  I’m not a ‘gamer’ at all but I still got a lot out of it and found it really interesting and fun.  And yes, they have a computer music section and I spent waaay to long hogging the headphones and listening to all the game music ;)

Attack of the MeeplingsThe Beta version of a game I’ve done music for has just come out. The game is called “Attack of the Meeplings” And is a cute neo-retro bullet dodge arcade style browser based game. Well, that’s how I’d describe it I guess ;) It’s made by TinyFrog Software, and the game can be found at http://www.tinyfrogsoftware.com/aotm/

The music I did is done with General Midi, which was a challenge in itself. I think I already blogged a little while back about rediscovering the joys of MIDI, and while MIDI is a little outdated,and quite restricting, is does have some advantages. Because Attack of the Meeplings is a browser based game, it’s preferable for it to have a small file size for fast download. MIDI file sizes are ridiculously tiny, so ideal for this sort of thing. The other advantage we had with MIDI in the case of this game, is the fact that you can change the BPM. The game starts off with the music playing at 140BPM, and as the game speeds up with each level, the music plays faster and faster. Unfortunately I’m really bad at computer games, and haven’t managed to get past the first level. Yet…..

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