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Cerrax

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About Cerrax

  • Rank
    Chun-Li (+1000)

Profile Information

  • Location
    Pittsburgh, PA

Contact Methods

  • Website URL
    http://www.cerrax.com

Artist Settings

  • Collaboration Status
    3. Very Interested
  • Software - Digital Audio Workstation (DAW)
    Logic
  • Composition & Production Skills
    Arrangement & Orchestration
    Drum Programming
    Mixing & Mastering
    Synthesis & Sound Design
  • Instrumental & Vocal Skills (List)
    Vocals: Male

Converted

  • Real Name
    Charles Koch
  • Occupation
    None of your business
  • Xbox Live Gamertag
    Cerrax
  • PlayStation Network ID
    Cerrax3

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  1. First of all, I like what you are trying to do here. The slow and gradual build up of the original song is apparent and the tone overall is fitting for Doom. 0:00 - The lack of any movement for most of this is really dull and plodding. It also severely highlights the mechnical and low fidelity qualities of the instrument you're using. 0:44 - This opening is super boring and the little bit of buildup you have is not really helping the arrangement at all. 1:01 - The drums here are pretty weak. I don't think they convey the dramatic feeling you're going for here. 1:07 - Again,
  2. 0:00 - Right out the gate the balance between instruments is much better! This already feels like a big improvement. Instrumentation is still a little bare. It just feels kind of empty. 0:24 - The piano notes are too short. They sounds very mechnical and stunted. Maybe draw them out a bit (like leave the sustain pedal down so they ring out a bit longer?) Also maybe stry having the bass play a rhythtm suimilar to the piano? It just feels awkward that the piano is the only one playing this rhythm. I would also add a string line to play a meody similar to the trumpet. Not exactly the same, b
  3. Nabeel is correct, you are looking for a standard square wave. Here is an article that shows how to create such a sound in FL Studio: http://howtomakeelectronicmusic.com/how-to-create-a-portamento-square-wave-lead-sound There are also VSTs such as Peach ( http://www.tweakbench.com/peach ), which specifically emulate the exact square, pulse, and other waves from vintage video game sound chips.
  4. I don't think the video is as important as the music. Mixing static images with video should be fine. Ideally you would want to show the music exactly as how it appears in the game so we can see how well it fits with the actual gameplay and atmosphere, but I don't think its 100% necessary. More than anything, I'd just like to hear some more variety in the kinds of music you show. Game studios want someone who will be able to adapt and work with exactly what their game is about, so you need to show that you are capable of many different styles of music.
  5. Cool! Looks like you've done some great work on some pretty neat looking games! For a 1 minute long presentation, its sad that the first 11 seconds are basically silent. This is actually a 46-second reel, not a minute! I will say that while the songs themselves sound good, you're not showing a lot of variety here. All of these tracks have similar instrumentation, speed, and rhythm. I'd like to see different genres and instrumentation. Because so far the only thing i get from this reel is that you do well with strings and and light, bouncy melodies. Unless I had a very specific need f
  6. 0:00 - Trumpet sounds nice, if a little quiet. I would bring that out more. Listening to it a little more, the music box and piano are just a tad too loud. The strings and trumpet (and maybe even the distorted guitar slightly) are pushed to the back of the mix, despite the trumpet being the melody! The writing itself is pretty good, it's got a good bounce to it and a very playful atmosphere. 0:24 - Drums and piano are a bit too loud here and the piano has no emotion to it. The rhythm here suggests an increasing intensity, but I don't feel it at all. The piano needs more velocity and
  7. Wow this is really nice! Sounds like something you'd hear in FEZ or EarthBound. Really cool kind of soundscape/ambient piece! Honestly, I would have liked to hear more after the music really starts kicking in at 2:08. I think the song should just start at 0:29 and then keep going much further. The stuff from 0:00 to 0:29 is just ambient filler, doesn't really do any service to the song itself. The idea here is really nice! I'd love to hear a longer version!!
  8. It's not too abrasive, but the severe lack of bass makes it feel too abrasive. There's nothing to support the massive amounts of treble and mids you're using here. The effect is like daggers on your ears rather than a wall of sound I think you're going for. Heavy and abrasive music should smack you upside the head, not scrape your ears across a bed of nails. Other than that its a pretty awesome tune. The vocals sometimes seem a little out of sync with the drum rhythms but overall this is a pretty sweet track. I would try to mix this with a lot more bass on the guitar and/or bass guitar.
  9. Great atmosphere in this track and a solid idea. 0:00 - Nice strings here. Fast-moving strings are tough to do convincingly, but its not bad 0:05 - I expected some new layers to come in here, it was a little jarring that the strings continue with nothing new 0:12 - Ah, there it is! Drums are pretty weak (need some more bass I think) and maybe more instruments here. Horns and piano are not enough to give this the punch it needs. 0:24 - Good build up so far. Again, drums and instrumentation really do a disservice the nice composition. Needs more instruments for a fuller sound
  10. Very cool! The drums sound great and the electronic elements are pretty neat too! On the composition side, the drums get a little repetitive. I would try to make some more variations of the rhythm you've got here just so people don't get tired of it. I would also love to hear more of a climax in this. Maybe add some more layers and have some more build up before the end. Especially if you are envisioning a sort of trailer-ish feel. Most trailer music starts slow/soft and rises to a powerful climax. On the production side, the electronic sounds should probably be louder. This only fur
  11. Obviously the piano version sounds much nicer and full of energy, but the original orchestral version is pretty good too. What stood out immediately to me is that there isn't much in the way of dynamics. The song is pretty much the same volume throughout. Notice how in your piano rendition various parts have more attack and volume to them than others. I would try to invoke more of that feeling in the original. Also, the drums are very weak, especially once the music picks up and gets intense, a lot of that intensity is lost in the fact that the drums are not very punchy or bassy. Som
  12. Wow! Singing sounds great Cyril! Great tune too! "Crushing Gravity" is probably one of my favorite songs of all time but i always felt the singing was the weakest part of the song. You've come a long way from that! Nasty guitar playing as always as well.
  13. That's actually a throwback to another Zelda game: btw. hello everyone. Its been a while. I generally refrain from using this phrase but Hyrule Castle is TOTALLY DOPE. It is easily the most perfect atmosphere from any Zelda game ever. The music, the enemies, the design, just everything is perfect.
  14. Have you ever played a game on a touchscreen/trackpad? Accuracy is not a word I would use to describe them. Judging by the pictures, it seems it has some ridges on it to give you minimal tactile feedback, but I'm still skeptical that it provides the same precision as they claim. Don't get me wrong, this seems cool as hell, but I'm not jumping on this just yet. I wanna see the whole package (OS/Machine/Controller) for myself.
  15. I prefer "large" games to "long" games. Large games have a lot of content. Long games have a lot of story. I play games for the experience brought by content. Unless it's a really good story, I will probably never finish a "long" game, because I just don't give a crap. Video games have a long, long way to go in the writing department. Game stories are mostly crap, and bloating an entire game experience with a crappy story just means you have a game (even if the gameplay and mechanics are good) that will bore the hell out of your audience. I play small games for hours and hours and hours becaus
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