As you know, it was my task to compose the soundtrack to this sweet little graphic adventure game.
It’s taken rather longer than it should have, but these last 2 weeks I’ve been working very very hard on it, and now it is complete!
The soundtrack is not exactly earth-shattering stuff, but I’m proud of it (mostly!) and I hope at least that it suits the story, which is its purpose after all. People said some nice things about the music in the first testing round so I’m feeling encouraged. :)
I’ll upload the whole soundtrack together with some information about the game when it’s released. There is a final round of testing to be carried out first.
For now, here is a little selection of various bits and pieces from the soundtrack. :)
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Some words about what I did with this project…
As for the music suiting the game - I’m in two minds about this point, actually. The graphics are very minimalist, adorably quirky sketches in bright colours that look as if they’re coloured with crayons (maybe they are?). It’s all very stylised. The way I see it, the graphics provide a “feel”, a base for the story and help to define its character. There is a lot left to the player’s imagination.
At first I wasn’t sure how to approach it. I think that I could have gone two different ways with the soundtrack:
1. Minimalism
2. “Filling in the blanks”
As you will discover, I went for number 2. :)
The soundtrack doesn’t match the graphics - basically I’ve just taken note of the feelings that I perceived from the graphics and the humourous little textual/descriptive details Jonas put in, and I attempted to create a kind of “musical wash” with more sophistication, to give the bare-bones more depth, I guess, and provide cues for the imagination. I saw a vibrant story with a lot of detail. My own imagination had no trouble filling in the blanks, but of course the music reflects my vision of what Desert Bridge feels like, and it may differ from someone else’s. ;)
Hmm, does this make any sense?
Well, I’m still quite undecided about the wisdom of my creative choices… As long as Jonas is happy with what I’ve done, then I’m happy, but I’m going to take careful note of what other people say about the music when the game is out there. It’s very difficult to assess how well I did from where I’m standing, on the inside.
The style of the music is more towards the “old-school” (my dad remarked that bits of it made him think of Day of the Tentacle…!) so generally it’s quite structured and melodic, with very little of what I like to call “atmospheric waffle”! i.e. There are silly melodies and simple but vibrant harmonies and textures, it’s all quite sweet and pleasant sounding. :)
A hint of magic. Magic is an important element of the story so I’ve tried to put a splash of it into the music.
Since the game is set all in one house, I decided to use the same basic instrumentation in every track (and every track is also predominantly in the same key) to connect everything and make it cohesive. I also wrote a few main themes, which appear in several of the tracks in slightly different guises. The differences between the pieces are mostly in the moods - the downstairs of the house, for example, is quite humourous and fun with all sorts of bizarre experiments, inventions and creatures, while the upstairs is more reflective and with a tinge of sadness. The generator room is a bit more sinister. The desert is nothing but a soundscape of wind and atmosphere (vast, empty). My personal favourite, I think, is the end theme, but I won’t say anything about that for fear of ruining the story!
So while they don’t all sound EXACTLY the same, there are definitely a lot of similarities between the tracks.
I am so looking forward to playing the finished game and seeing how everything works together. :)