Phonetic Hero

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About Phonetic Hero

  • Rank
    Temporal Duality Asst. Director
  • Birthday 01/10/1992

Profile Information

  • Gender


  • Biography
    Multi-genre game composer and arranger
  • Real Name
    Pete Lepley
  • Occupation
  • Twitter Username

Artist Settings

  • Collaboration Status
    2. Maybe; Depends on Circumstances
  • Software - Digital Audio Workstation (DAW)
    FL Studio
  • Composition & Production Skills
    Arrangement & Orchestration
    Drum Programming
    Mixing & Mastering
    Synthesis & Sound Design
  1. OCR03684 - Seiken Densetsu 3 "Moonlight Dance"

    Super cool track!
  2. OverClocked ReTreat

    Can't say if I'd be "likely" to sign up at this point, but I'm interested for sure
  3. OCR03653 - R4: Ridge Racer Type 4 "Tarmac Chill"

    Daaaaaamn Jesse you killed it! For sure the most polished vocal performance I've heard from you. Great moves, keep it up, proud of you
  4. I need to know if this is normal...

    In general, yes. The idea with the dummy instruments is laying down the harmonic foundation and figuring out how the track will progress on a larger scale. I'm not looking to find the perfect instruments at that point, just figuring out what chords I want to use and probably chunking out some melodies to be molded as I go (it's almost never perfect the first time, so iterate!). It can be easy to get overwhelmed by feeling like you have to make all the right choices right off the bat. So don't! Don't worry about it until you've put down the basic notes you want. Instrumentation/orchestration and voice leading can come later. If this is still difficult, I recommend simplifying even further. Try writing chiptunes and imposing most, if not all, of the limitations of the hardware on yourself. If you can't/don't want to emulate things exactly, that's fine! Remember, the goal is to get more comfortable with laying down notes and get a feel for structuring a track, not to write a perfect chiptune. By purposely limiting your options for production and instrumentation, you'll have a much clearer focus on the composition and an easier time learning about harmonic relationships.
  5. I need to know if this is normal...

    If you're having trouble focusing your learning process, I can relate - I have minimal formal theory training as well, and it can be especially hard to know where to start when you don't really know terms. Here's the resource that's helped me the most lately: If you're having issues with composition specifically, I'd particularly recommend any of his videos that talk about utilizing motifs. There's a Dark Souls vid and a Zelda: Link's Awakening vid that talk about motif use and transformation pretty thoroughly, and it's really made a huge impact on my writing lately. Aside from that, the best recommendation I have is to transcribe. A lot. Even from your own tracks. If you find a chord progression you really like, throw down a dummy instrument (my go-to is a simple triangle wave), write it out and examine it isolated. Or if you like the interplay the chords had with the melody, put down another dummy for the lead and look at the relationships between the two. When you find something you like, even if it's from someone else's work, try emulating it. Don't feel bad about borrowing elements from music that inspires you, especially when you're learning something new! Adding techniques to your repertoire will make you a much more effective composer when it comes time to write to a client's specs, and I find that the more comfortable you get with a new trick/technique (even if it's "borrowed"), the easier it is to implement it into a track with your own spin to make it sound more unique. It's not necessary to rediscover every composition technique for yourself, only that you can use it effectively. The chord/lead dummies also translate into my own originals and arrangements, not just transcription. Blocking out a new section can help you determine how well it flows with the preceding material, and it really helps me avoid wasting time fleshing out an entire section only to find it won't work structurally. I also have to echo Timaeus that if it's possible, make at least a little time for music stuff almost every day, whether it's starting a new tune, transcribing one of your favorite game tunes, or making a new synth patch. But don't beat yourself up if you miss a day and definitely take a day or two off if you need it. The mind needs time away from conscious processing to recombine novel information and let what you've learned solidify. It functions a lot like a muscle; overtraining is more detrimental than it might seem on the surface, so if you find that it's too stressful doing X number of days per week, back it off a bit and make sure to focus on enjoying the process. Maybe even just pick a few days of the week to purposely be away from music, or schedule out what you want to work on for which days - it's the consistency that's most important rather than the sheer quantity of time you spend with music. Hope that's helpful
  6. New Hylian Lemon album - Zest Quest

    It is great and I love it (surprise!), should be at the top of everyone's "to listen" list
  7. Castlevania anime on Netflix

    Watched it and loved it! The faithfulness to the Castlevania canon with a bit of added depth was great, and I was kinda surprised at how well it works as an adaptation. I wish the music would've been more memorable and melodic in keeping with the games' soundtracks, but it fits well enough. Reeeeeeaaally missed a good opportunity for an emotive Bloody Tears arrangement though...
  8. OCR03563 - Sonic the Hedgehog 2 "Chemical Fusion"

    WOW what an impressive track. Great work!
  9. OCR03552 - Bloodborne "Gehrman and Maria"

    Holy smokes, masterful arrangement. Keep kicking ass Alex
  10. The Legend of Zelda: Breath of the Wild

    Wow, super disappointed with the new DLC info. I'd assumed they meant a legitimate new dungeon, not a 45 room wave-clear D: As much fun as I had with the game, really not feeling the need to shell out more cash for the DLC... hope the next round is better
  11. OCR03546 - Final Fantasy VIII "Attack on Dollet"

    Amazing stuff. Glad you worked through your initial doubts and put your nose to the grindstone - it shows
  12. Nintendo Switch

    The support means a whole lot man :'D Never thought I'd be here just 5.5 short years after joining the forums! Goes without saying, but HUGE shout outs to the community for fostering my musical growth during some very formative years. Wouldn't be where I am without y'all <3 Thanks! And fair enough, though if you're conflating AW with Fire Emblem, I think that's a bit of a mistake. The two play really differently from a strategic perspective - I personally am not a big fan of FE (RPG elements take out a lot of the strategy), but I LOVE Advance Wars. I haven't played a game that captures its take on the tactical genre since.. the last AW game, which came out almost a decade ago now (not to mention Days of Ruin was way different from the rest), so I'm just as excited to play the game as I am to write for it
  13. Nintendo Switch

    Nintendo just did a Direct featuring some of the upcoming indie titles for the Switch: ...Also I'm doing music for Wargroove (14:23 in the vid)
  14. Happy 30th Anniversary, Metroid!

    I'll grant you most of your points, at least in that I think they're subjective enough that I don't think critical discussion is all that necessary, particularly your gripes with 3D platforming. I often dislike 3D platforming too, but personally I find being able to "see your feet" doesn't help all that much (Devil May Cry, as just one example, has some AWFUL platforming sections). I'll even let your complaints about the visors being gimmicks slide, even though I disagree (and I think saying the gameplay was "shoehorned" into the artistic vision is extremely overdramatic imo haha) The map design I found to be pretty brilliant though, with a few exceptions. One of these is the one you mentioned, right after Ice Beam - it tripped me up EVERY TIME for many, many playthroughs, and it is especially annoying with poor visibility before you get Gravity Suit (I have absolutely no idea why they made that choice). In general though, there's very little backtracking involved (MUCH less than some other titles in the series) and every time I play it through, I'm consistently blown away by how well everything comes together once you hit the Phazon Mines: You proceed through the Mines for the first time and grab power bombs On your way out, you notice a pile of rubble in front of a morph ball mechanism that can be power bombed away, which leads to Grapple Beam Nearby, there's an elevator to Magmoor Caverns, which takes you VERY close to where you need to go next to grab the Plasma Beam There's another elevator nearby that leads to Tallon Overworld, where you grab the X-Ray Visor Yet again, there's an elevator nearby that leads back to the Phazon Mines, which is quickly traversable and makes progressing to Omega Pirate easy As to your other points regarding the game's layout, you can turn off the hint system in the options menu if you'd rather just explore (this was the beginning of the hand-hold era of video games, after all). The Artifacts I had no issue with - 2 are very easy to find early on, and when you visit the Artifact Temple for the first time and place them, you get hints about almost all the rest of them. The hints have locations in the form of area names coupled with word-for-word room names, and planning a route to get them quickly isn't very difficult at all. It also fits into the games narrative really nicely and it gives me an excuse to look for other pickups on the way, so I personally have no issues here.
  15. IT'S REALLY GOOD go listen