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pixelseph

Sages
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Profile Information

  • Real Name
    Seph Brown
  • Location
    Decatur, GA
  • Occupation
    Audio-Visual Technician
  • Interests
    Gaming (TTRPGs, PC games, board games); music (guitar-based anything); cooking.

Contact

Artist Settings

  • Collaboration Status
    3. Very Interested
  • Software - Digital Audio Workstation (DAW)
    Studio One
  • Software - Preferred Plugins/Libraries
    Helix Native, Spitfire LABS
  • Composition & Production Skills
    Arrangement & Orchestration
  • Instrumental & Vocal Skills (List)
    Acoustic Guitar
    Electric Bass
    Electric Guitar: Lead
    Electric Guitar: Rhythm
    Vocals: Male
    Vocals: Metal
    Vocals: Tenor
    Vocals: Voice Acting

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  1. Hi Banana! That lead in the source is cursed. Detuned and awkward for sure - the tracks has a vibe, nonetheless! You've built a great intro and A section, though I'm wondering if there's a B section you could come up with for some variety. The vibe is right for what you've got built, it just structurally says everything it needs to say in the first minute and then loops for another 30 seconds with nothing different. The sub-bass information on the bass instrument also has some mud happening on some of the lower information. A different oscillator might be the right call for the lowest notes, but that's also a taste thing - if you are digging it, no reason to change it! Keep making cool stuff man! Have a wonderful holiday!
  2. I'm all in on this concept! Some of my favorite tunes are the credits themes and I don't see enough representation for them (SotN's ending theme, "I Am the Wind", or Metal Gear Solid 2's "Can't Say Goodbye to Yesterday" are great examples).
  3. This was a lovely piece to put together in under a month (arranging took a couple of days, recording another couple of days, and then Connor mixed it all in maybe 10 days or so?) Each and every collaborator was awesome to work with, and I’d collab with them again in a heartbeat!!
  4. Guitar: Cute Emily SG Shreddage 3 Stratus Unreal Instruments Metal-GTX (requires Plogue Sforzando) Bass: Shreddage 3 Precision MODO Bass 2 Amp Sims: Ignite Amps SHB-1 (SHB-1 is a boutique tube amp sim for bass guitar; comes with it's own cab IR built in) Ignite Amps Emissary and NadIR (Emissary is their boutique tube amplifier sim, NadIR is a cabinet IR sim that can be used with ANY other amp sim) Guitar Rig 7 Shattered Glass Audio ACE IK Multimedia Amplitube 5 Pedal VSTs: TSE Audio 808 TSE Audio R47 Plugin Boutique Face Bender
  5. I highly recommend against ASIO4All in general, though if it does solve your problem, it’s worth it!
  6. Hi Audiomancer! If your mix is sounding drastically different between project and bounce, there’s an issue with the codec being used by the DAW. You’re using FL Studio correct? What format are you mixing down to - 44.1k/128 bitrate I assume?
  7. I love this! Can't tell if it's samba or bossa nova vibes but it definitely nails the island vibe even without steel pan.
  8. Hi Virtual! Great start on this mix so far - it's got a vibe reminiscent of Final Fantasy 8's Balamb Garden. I do have some suggestions to get it to the next level: The percussion feels static and locked to the grid, and not just because it's the same loop being played in the A section. I like the it drops for the B sections, but adding more percussive elements (tambourine, shaker, tabla, etc) would help add more interesting movements into the piece. I would also recommend shifting elements away from the grid, like the hats and snare. The plucky guitar patch, similarly, runs arpeggios for the entire piece. While it does change between the A and B sections, you could introduce more constrast by switching from arpeggios to strummed chords (whole-note chords for the B sections, for instance). This would allow your B sections to open up and breathe more, which in turn will make your A sections feel more like "home" A reverb bus for all your instruments would help glue the entire piece together. I'm not sure if there is reverb in it - perhaps just on the synth parts - but adding a bus and sending some of each instrument to it, along with some EQ to shape it afterward, makes the entire piece feel like it's in the same space. You're off to a great start with this one! Looking forward to seeing where you take it next. :)
  9. Hi Ruku! This is a total banger!! Very tasteful glitching, really enjoyed the drum swap from that '90s hyper-compressed vibe to something more chilled out. The instrument trade between the guitars and synths/keys was great as well. 10/10, no notes. Keep doing what you do 'cause it kicks ass!
  10. Hi Ruku! Definitely understand taking this one in a phonk direction. I actually want to disagree with Mokram and say that this has a ton of the source in it. I was hoping to hear more personalization besides the genre flip in here as well as a more definitive ending. The vibe is exactly what I was looking for, though, and the mixing is excellent! Looking forward to more!
  11. Hi Heel! Really dug the way the track builds. Good use of dynamics to keep the interest across such a long track length. I would have loved to hear more timbral variety in the last couple minutes, as it started feeling stale before the resolution. Shaving down the last round of the A section before the out is another solution, though I would rather hear the former over the latter. I did notice when I brought the export into SPAN that there are a LOT of instances of clipping between +0.1dB and +0.9dB. No artefacts thankfully, just wanted to mention that if you plan to submit this to the panel, you're better served bouncing out a mix that caps at 0.0dB max. Great stuff duder! Looking forward to hearing more from you!
  12. Hi noTuX! There's a real chill vibe going on here. Since your goal is to get this ready to sub to OCR, there are some adjustments I recommend: The percussion hits are not tuned to the piece. Especially when you have harmonic content that is shifting chords, the percussion not moving with the harmony gets sour in spots. The foundational ostinato pattern wears out its welcome after the first minute or so. Is there another element that can replace it for a passage and then come back? Or perhaps just dropping it out for a while to come back later? Feels underdeveloped currently. While there are sections we're progressing through in the listen, it's not clear to me where in the piece we're in and there's a sense of meandering through it. Part of that is because the ostinato repeating throughout, and part of it is there are not really any dynamic shifts other than adding more layers. Would love to give this another listen after you get some more cooking time in on this one. It's got a lot of potential!
  13. Sorry to take so long to come back to this one! The detuning on the EP (or is it a marimba? sounds like a hammered instrument) at the beginning is a bit too heavy, and when the whistling comes in to double it, it gets sour. I recommend either not doubling with the whistle, or reducing the pitch shifting on the EP to match the whistles. The tremolo picking on the guitar isn't working for me - because of how tight the rhythm section is, it must be together with it or it sticks out uncomfortably. Tonally, the guitar is right where it needs to be; the (programmed) performance is not there yet. Overall, though, this is a great remix! Love the swap from bossa nova to waltz feel - wouldn't mind hearing the drums shift either to half-time or double-time for a section to give some difference in kind to add more spice.
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