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    3. Very Interested


  • Real Name
    Alex Ku
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    College student
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  1. Hello OCRemix community! Almost exactly one year ago, I posted a thread in the recruit and collaborate section of the forums in hopes of working with an OCRemixer to produce music for my senior thesis game project. It wasn't very long until I was contacted by and had the honor of collaborating with XPRTNovice. If you're already familiar with his OCRemixes, go check out all the other awesome things he does! While working on this project, a lot of things changed along the way, including the entire game concept itself. It was a very interesting year and regardless of the results, I'm excited to share what I managed to accomplish. Game Summary Seven Stories Down is a third person narrative game that draws on the concept of human relations and the ability to affect the outcome of someone’s life through one’s own actions. The player’s objective is to direct the type of relationship he/she holds with the main character, Sophia, in either a positive or negative direction. Sophia is a single daughter of Jenny and Stephen Travers. At 14 years of age, Sophia loses her father and gains one more reason to ponder her own death. The player is in control of Sophia’s mother as the most influential person remaining in her life. Living comfortably in a roomy apartment, Sophia recalls the seven most meaningful chapters Jenny created in her life and uses those memories to weigh whether or not she will take a fall seven stories down. Game Goal The goal of this demo is for the player to uncover at least a slight impression of the relationship that the three characters in this game hold, such as their general professions, hobbies, and how much time they spend with one another. Personally, the objective of this game is for me to exercise as many aspects of the game development pipeline as possible. I focused heavily on character sculpting and the overall game concept while breaking my hesitations with things like environment art, texturing, and understanding game engines. Game Controls Standard WASD Movement Mouse to control camera E – switch between 3rd person and 1st person close up views. TAB – pause menu You are welcome to download the most recent build of my game and give it a spin. Please allow for roughly 1.5 GB of space. The build is made to run on Windows OS and to be honest the minimum requirements for running it properly are extremely high for its size. In hopes of addressing these issues, I also generated a brief video of my project in order to allow for a broader viewing audience. http://vimeo.com/126747119 I hope you enjoy what you see and hear!
  2. Hello OCRemix community! Thank you to all who have contacted me with interest in composing for my project. I have come to an agreement with an OCRemixer who will be handling the entirity of this request. I hope that within a few more months the music will be completed and ready to share with the rest of the OCRemix community. Once again, thank you to all who have contacted me and those who have taken the time to read my request through and through. My name is Alex Ku, and I am majoring in the Game track at The College for Creative Studies in Detroit, Michigan. Come next semester, I will be diving into my Senior year and producing a Senior Thesis. For a Game student, that entitles creating an independent game, or at least a demo of it. Considering all the elements of a respectable game, I found it necessary to find a means to include quality music to make this project as successful as possible, and when I think quality video game music, the first thing that comes to mind is OCRemix. I have been listening to OCRemix for over 10 years with ‘Kick My Axe’ by Jeremy Johnson, Midee, and prozax being my first exposure, and quite frankly am extremely excited to reach out to everyone here. As such, here I stand (or sit, rather) with this request for the OCRemix community. I am in search of one or more remixer(s) who is willing to create original music for my game. Please allow me to elaborate. Request Workload Before I jump into a pitch and synopsis of my game concept, I believe it is more practical to begin by establishing exactly what my request entitles. For the game demo that I will be creating, I will need tracks that fit into the following niches: 1. Title Screen/Game Theme 2. Town Theme in two variations – Winds and Strings version of same melody 3. Action/Combat in two variations – Winds & Strings 4. Moment of high tension/Escape With everything accounted for, this will be a grand total of 6 original tracks with each track panning out to roughly 2:30 to 3:30 in length. I would like the Town Theme to be a more environmental soundscape that the Action/Combat track would amplify to fit its niche. Tracks do not have to loop. I would need the final versions of these tracks by mid April 2015. I am also willing and expecting to pay for these tracks. Audio references will be provided further down this post, but for now this is what it boils down to. The Concept In order to get the imagination juices flowing, I would like to take a moment to briefly pitch an overview of my game concept. I am attempting to summarize as much as possible without hashing out crucial information, but please feel free to ask me to elaborate or just ask questions in general if anything is unclear. Setting: Europe, 1800s-1900s Genre: Fantasy, Adventure Art Direction: Realism The backbone of my concept comes from the desire to create a double story, double main character game set up as featured in titles like Threads of Fate and Muramasa: The Demon Blade. With that as my working space, I began searching for a concept that could hold a duality that would not only make both characters important, but connected. The solution I decided upon was the concept of time and the duality of past and future. As I did further research and communicated with my peers, I stumbled upon something known as psychometry, or otherwise known as object reading, that I could use as a takeoff point and key game mechanic. In a nutshell, psychometry is a psychic ability where the user is capable of interacting with an object of unknown origins but is still capable of depicting those origins without the need of extra research. The story of an object told from an object’s point of view, as I like to put it. With one character who is past psychometric and the other who is future psychometric, I invented a world where time is experienced and manipulated by exclusive human abilities rather than human technology and science. The game begins in a child arc manner similar to that of Tales of Graces. The two main characters, Kite and Lily, both suffered their own critical family losses as children and encounter one another at an orphanage. Prior to encountering one another, Kite and Lily had never been in contact with another human who possessed any form of their ability. Kite, who is past psychometric, has always lived his life fluctuating between seeing visions of the past and experiencing the present. Lily, who is future psychometric, is victim of a similar situation in future context. As they were growing up with their parents, that was a normal perception of time for them. They had no awareness as well as no control over their gift. However, after interacting with one another at the orphanage, their instabilities with the past and future overlapped, and they experienced a true, continuous present for the first time. This contact opens their eyes to the fact that their experience of time is different from the rest of the orphans, and therefore the rest of the world, and their sense of chronology is lost. The childhood arc is spent establishing that Kite and Lily are the key players, that they have an immature ability that could use some improvement, and concluding with their separation and departure from the orphanage that leads them to take initiative over their own lives now that they cannot rely on one another for stability. As Kite and Lily mature into adults, they become masters of the art of psychometry and reign complete control over the fundamentals of their ability. They can interact with objects to learn more about the past or future through what that object experiences and use that information to their advantage, whether that is for basic survival or primary story progression. Overtime, their abilities evolve even further, and they become obstructed by other individuals who possess similar abilities and use them to suppress Kite and Lily. Each party becomes obsessed with manipulating time in favor of improving or sustaining their own lives, which usually entitles destroying others. As the game revolves around the cooperation between two main characters and a possessive, conscious control over the element of time, I have finalized the game title to stand as “Our Minute.” Within the boundaries of a one year student project, this concept will be executed as a playable demo where the player controls either Kite or Lily as a child within the orphanage. They are able to visit the rooms of their fellow orphans, but instead of the doorways leading to actual rooms, the doors will lead to previews of primary game mechanics that will be experienced as an adult displayed from the intended game camera angle. As Kite and Lily finish their rounds, they will end up in the central lobby where an example of time stabilization will take place between the two, concluding the demo. Themes and References Assuming the above text digested well, I believe it would be helpful to communicate some big themes and ideas in order to zero in on the approach to music and mood. Themes -The more you learn, the less you know -Exploration and patient but relentless pursuit -Hopelessness masked by an unwavering dream -There is no good or evil, just opposing interests References – Games that sink in kind of the way I would like mine to -Threads of Fate -Legend of Mana -Tales of series -Final Fantasy References – Audio reference for sound samples and style The biggest influence that I would like to hear the music take from would be from an MMORPG known as CABAL Online. Please take a moment to listen to some map themes. I don’t know enough about music to talk about what makes me like these tracks as much as I do, but something that sounds like it could fit in this world’s soundscape under the niches I designated above would be exactly what I’m looking for. I also would like to push strongly for influence from Nier’s soundtrack, such as “The Temple of Drifting Sands” and “Gods Bound by Rules.” I would like to see where things go from here before I continue to edit and refine this request. This previous semester was spent solidifying my idea and plan for execution, so unfortunately I do not yet have any assets or original visuals to include just yet. If you would like to contact me privately about this request, please direct e-mails to my college e-mail, aku@collegeforcreativestudies.edu Thank you for taking the time to read this request. I look forward to the opportunity to work with an OCRemixer!
  3. This track has some wicked energy, and I absolutely love it.
  4. Words cannot describe the amount of awesome that this remix is made of. Great job of taking a source that's been remixed like crazy and making it sound like I'm hearing it for the very first time. Listen to it, download it, add some butter, then slap it on your portable and take it with you everywhere.
  5. This track just came up on my massive 3,500 song OCRemix only playlist for the first time, and now it's going to be on repeat for the next 16 hours while I grind out on a 3D modeling computer project. I love tracks that not only sound nice, but feel nice too. This track sells both of those within the first 36 seconds and only gets better. Props mv, this is probably my favorite track from your list.
  6. This is an absolutely sweet mix. I hope to hear more from Rukunetsu in the near future.
  7. The next time OCRemix does a full update on their tracks and adds the next segment of torrents, the title of this remix needs to be edited. I'm not sure if anyone else has pointed it out, but there are a couple mistakes with the romaji. The translation I believe I'm supposed to be getting from the title is (something along the lines of) "10 years too early (so get on my level, sucka)." In which case, the romaji, hiragana, and kanji should be written as such: "Jyuunen Hayainda yo!" (spacing is subjective.) じゅうねんはやいんだよ! 十年早いんだよ! Ten, or "jyuu" is composed of hiragana "ji," small "yu," and "u," so the y can't be left out. Also, the "yo" at the end I believe is intended to be used for stating new information or information that one would not expect to be already known, in which case it would not include the long vowel with the extra "u." Or perhaps everything I just said you already knew, and the spelling of the title was intentional. Either way, it's a great mix.
  8. This is a pretty sweet mix. Not sure if I'm a fan of the super fuzzy snare (I'm assuming it's a snare drum anyway) that appears during 0:33 - 0:54, but it cleans up quickly and doesn't return, even during the acoustic section starting at 3:18 where a similar sort of distant quality is used. I like the contrast between the all-out recognizable source segments and the gentler fills (that sometimes use recognizable source as well). Overall, I think it's a really strong mix that has a personality that can be further strengthened in future mixes.
  9. This remix definitely survives the test of time. It feels extremely cinematic and nothing shy of epic.
  10. Vocals kicked in and I was absolutely stunned. Short remix? No problem! Now introducing 30% more repeat button - call now!
  11. 2:26 - 3:34 sounds like Sonic kicked Link off his boat and covered every grid of the map within that time span. I didn't get any sleep last night, but this remix just became my ear coffee.
  12. Just recently dug this up out of my OCRemix music folder and I just have to say, this remix is a masterful combination of sweet, sexy, and stylish. The segment from 1:02 to 1:27 makes me melt every freakin' time. Can't get enough of it. In my opinion, Diggi Dis' finest work right here from start to finish.
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