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Showing content with the highest reputation on 04/15/2017 in all areas

  1. Hello, I am Reinhold from the Game-Art-HQ community. Back in 2015 we collaborated with OCR already and members from GA-HQ drew illustrations for the excellent Final Fantasy IX: Worlds Apart OCR Album. We are creating a couple of video game art tributes / collaborations per year and I thought it could result in something quite awesome if we can do another "Music & Visual Art" Project. I am writing this post because I myself am searching - Enthusiastic remixers that love the music of fighting games of the past and today - People that know what is important in a music piece and can basically do the judge part. I myself am a vgm addict since at least 1992 when I heard the timeless Guile theme for the first time in the SNES port of Street Fighter II but I believe that if we can do another collaboration, I leave the music part completely in the arms of the guys that are actually musicans. My idea for a Fighting Game Music & Art Project by OCR and Game-Art-HQ would be relative challenging and unorthodox for an OCR Album I guess. Fighting games are all about the fighting obviously. There are usually two characters beating the shit out of each other, and my idea would be to move this element into music tracks. In short, mashups. Ryu vs. Chun Li with elements of both characters themes in one track like they are basically fighting each other. Game-Art-HQ's Artists would come into play by creating illustrations of exactly those character matches. Including crossovers. Like if one of OCR's remixers has an excellent vision of creating a remix with Geese Howards theme with the one of M.Bison instead of another Fatal Fury or King of Fighters character, one of our artists would illustrate a fight between Geese and M.Bison. I think such a project should start relative small with a goal of 10 tracks. Ideal might be a mix of popular characters and games as well as to cover a few of the rarely remixed games. Each character should be a part of only one track, personally I would love to have 20 character themes of different games there. If you are familiar with fighting games, you know that a ton of them have excellent soundtracks, even if we go back to games like TMNT Tournament fighters or the earliest of the SNK fighting games like the first Fatal Fury or Art of Fighting. Here is a small selection of artworks that were created for Game-Art-HQ Art Collaborations in the past, we have a ton of very talanted artists in our community that love video games and just as much as everyone here: These are artworks made for our Legend of Zelda Bestiary Project, our Fighting Game Boss Tribute and the Nintendo 64 Anniversary we celebrated last year with games like DK 64. Would be awesome to get a new music and art collaboration together, I am open to support other OCR projects as well ^^ Greets and happy easter days everyone, Reinhold Hoffmann
    1 point
  2. I think a thread like this is long overdue considering how much I've gotten back towards Deviantart for a bit, but it's here: http://freqrexy.deviantart.com/ Before OC Remix, I did a lot of art and written work there, though 'art' was much loosely defined as I was one that just wanted to do their best with the mere traditional mediums I got stuck with. Now that technology has moved on significantly, I've found myself drawing digitally more often and learning as many tricks as I can to see how I could keep refining my skill set! I focus a lot on character drawing, with my primary focus being to pay more attention to overall pose work over detail. Here's a quick summary of the best artwork I did in 2016. You can see that a lot of my proudest submissions, oddly enough, tend to be of the Nintendo variety thanks to art projects I have been a part of - but I am always itching to go back towards the games that I loved at one point and seeing what I can do with them. I'm also looking to do artwork commissions as well! Prices go as cheap as $5 for a chibi or half-body sketch of a single character of your choice, or as high as $64 for a fully shaded picture with a background and 3 characters; prices depend on the type you'd like to see. Otherwise, alongside working on music, I'm always interested to see where the stylus would take my next. Have fun visiting!
    1 point
  3. Just submitted a new version of my track, sorry it's a couple hours late (in my time zone anyway )
    1 point
  4. Thanks APZX. I might try to redo the mixing my submission and repost it here for further feedback if you have time. Yeah, I agree with you on the guitar harmonics. I wanted to include at least one but I may have gone overboard. The drums in my submission were from TMKD and the cymbals from MT Power Drum Kit (both free). I'm sure I could do better with some commercial samples but I'm also sure I could do a lot more with these with your advice. HoboKa mentioned he thought my "pad effects" were cool - just FYI to anyone who cares, those were all just layered samples from Orion Sound Module (free).
    1 point
  5. Dex you want constructive criticism on your mixing? I can't offer too much advice about the instrumentation as to me it sounds fine except maybe those high sustained bits on the guitar, but mixing? Oh I can offer some advice on that. Lets start with your overall drum sound. So, your cymbals are a bit splashy. Probably best to control that with compression aimed at leaving the transient alone, but grabbing the sustain portion of the signal and dropping that down some. Now, I'd wager that if you used a de-esser on the hi-hat it'd sit pretty much perfectly with everything else. I dunno why but I just get that feeling. The snare has a pretty good hit, but it is simply too low in level and doesn't have enough space around it. It just sounds kind of flat. The kick is also pretty good, but again lacking in level and space, but it is lacking a third crucial component, that low end bump. Which really brings me into my next point of discussion the low end itself. So, you've got a bass and I can hear it. However, your piano hits lower and harder than it does. Get some compression and EQ on that thing. I'd say try pretty aggressive compression and target a relatively narrow bell around 60-80Hz to cut some of that out which will also allow your kick to hit a bit harder down there. Alternatively you do some sidechain compression for that, but I'd say try the EQ bit first. With the guitars I feel they have too much unneeded HF content. Try a LPF around 15KHz to cut out some of that. They don't really sound like they need compression, but for a bit more character you could consider using some to bring out some more desired characteristics of the sound. Past that I'd actually give them more energy around 250-300Hz to make them a bit more aggressive in sound. The rest of the mix I'd say sounds pretty good overall though. Perhaps a bit on the dry side IMO. Hoboka, can you please do something about the distortion in your mix? Otherwise I really LIKE THIS!!!!! For me this was ultimately the deciding factor between you and Dex because when I considered everything as a whole I felt both were great renditions of the source in their own ways. So, choosing turned into a matter of splitting hairs. But seriously the wolf sound effects? Awesomely cheesey! The whip sound effects? Amazingly cheesey! I mean really this is cheesed up so hard it hurts in the best possible way!!!! Kind of like how the Super Mario Bros movie is so utterly terrible but so utterly awesome. My entry? Well it has a kick, a bass, some other sounds, and some melodies. I guess it is okay.
    1 point
  6. Looks good to me. Thanks!
    1 point
  7. DarkeSword

    Overwatch

    It's really fun. I like how it's more than just a defend-the-door horde mode that Junkenstein was (thought Junkenstein was really awesome).
    1 point
  8. AngelCityOutlaw

    Overwatch

    Can we all take a moment to appreciate how utterly awesome the new "Uprising" event is? Thank you
    1 point
  9. So we're in April already, and I'd like to remind y'all that we have a new deadline coming up. The next deadline is April 30! Also a reminder, if you don't check in with an updated WIP or neglect to tell us if you can't make the deadline, we'll unfortunately have to drop your claim. So don't let that happen and check in with us, ya hear? @Blake Inc. and @PabloComa are in the clear for this deadline, they already reached out to us with their status for this check-in. Really looking forward to seeing the first WIPs from @Sagnewshreds, @JonnyAtma, @Fishy, @dannthr, @HankTheSpankTankJankerson, @HeavyViper and @Kylok. Don't let us down and in stead amaze us with the coolness you'll bring! Also looking forward to updated WIPs from @zykO, @Rexy, @audio fidelity, @Harmony, @djpretzel, @Jorito, @Kylok. You're off to a great start, so keep it coming. And of course a shout out to @Hylian Lemon, @Chernabogue, @Sbeast, @Starphoenix, @Thirdkoopa. You guys are nearly there and it'd be awesome to see you bring your track to its completion. Lastly @Yami and @RebeccaETripp expressed interest in claiming a track. If you're still interested, don't forget to stake your claim There's 3 weeks left to that next deadline, so plenty of time to bring the goodness!
    1 point
  10. Cool blending of these sources, but I agree with the gentlemen that this soundscape is just too busy. Too much competing writing going on together at several points, melodies and countermelodies all competing for center stage. The other issue is that the leads and backing elements are all playing in the same frequency range, so that further adds to the overcrowded and competitive nature of the soundscape. You will need to do some eq work to let leads shine and push backing elements back, and also don't be afraid to delete parts outright that don't add anything to the mix. NO (resubmit)
    1 point
  11. Back in the voting thread, I made the exact same comment on the layered sections being too crowded, although I cited a different standout example (2:18-2:47). It's still true. I'll also repeat my comment that the arrangement is busy in a serial manner as well as a parallel one: sometimes it's so eager to move on that it doesn't fully flesh out what it's doing, such as when 0:24-0:36 and 2:12-2:23 aren't repeated. So... yeah. In some ways this is too much of a good thing. Either do a lot of aggressive EQ work, or swap some layering for some call-and-return, or just simplify in general. I wouldn't hold it back on the other issue--it's more my preference than anything else--but if you're going to spend more time on this anyway, you can at least take a look. NO (resubmit)
    1 point
  12. Oi, this is the track that beat mine out in the competition! CURSES!! 'Course, I kind of didn't put out a finished track and all, so I suppose it was to be expected, but still... Rawr. *Ahem* (puts on judging hat) The arrangement definitely covers both sources well, and honestly does a good job developing the sources into a pretty interesting arrangement, and often layers the two to great effect. The variety of synthwork and guitar playing helps make for an interesting, varied arrangement. I'm not sold on the production of this track, though. While I appreciate the layering, there's a lot of moments that sound extremely crowded due to this. 0:18, for example, is particularly problematic, for example, but there are many more moments like it throughout (such as 0:30 & 1:09). Things get very busy on each line, and ultimately it's difficult to hear any one thing when everything is trying to grab your attention at once. The mixing could use work, but I also feel a little hack-and-slashing to instruments for some of the more extreme moments of crowding would be beneficial. I know you did this in a week (which is definitely great for a week of work!), but you have all the time in the world to tweak it up for submission purposes, so I suggest cleaning up that mixing so that the instruments don't crowd nearly as much, even going as far as to cut unnecessary layering for the sake of providing breathing room for the arrangement. NO
    1 point
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