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Posts
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Profile Information
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Real Name
Bradley Burr
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Location
Rochester, NY
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Occupation
IT
Artist Settings
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Collaboration Status
2. Maybe; Depends on Circumstances
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Software - Digital Audio Workstation (DAW)
FL Studio
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Composition & Production Skills
Arrangement & Orchestration
Synthesis & Sound Design
prophetik music's Achievements
Mentor (12/14)
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Recent Badges
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*NO* Pokémon Red Version "Wait, There's Another Version?"
prophetik music replied to Liontamer's topic in Judges Decisions
this doesn't even need more comments than the source being not present elsewhere than the opening - this isn't pokemon music, it's an original track inspired by the original. this doesn't have a place on this site. NO -
lot of mud in the opening section. vocals are super warbly and have a distorted tone that is an easy tell for ai vocals right now. in general the arrangement is not really based on the original at all, but more the concept of the character. there's also, again, a number of notes that are 2-3x longer than a human could hold. it's a fine original track if you like fake music, but the utter lack of source material means it doesn't have a place here. NO
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*NO* Kirby's Dream Land "The Face I'll See Won't Be Me"
prophetik music replied to Liontamer's topic in Judges Decisions
those exports are low-poly, FYI, larry. source usage is a dealbreaker as liontamer mentioned. melody line on the verse for this track fits less than the vocals on the other tracks. there's a lot of weird transients especially noticeable around the 1:35-1:45 section and again the hats/cymbals sound really janky, they're just noise. NO -
*NO* Luigi's Mansion "Second Player Syndrome"
prophetik music replied to Liontamer's topic in Judges Decisions
man, this could have been really cool if it was not so obviously fake. from a concept perspective, tying an a capella arrangement to luigi's humming in this ost is great. but the words are obviously not written by a person, and the source doesn't come back after the first 30s. NO -
not enough source again. there's some fun stuff in the actual vgm sections, even if they're not real instruments. lyrics are better than some of the other tracks this dude submitted (although the whole verse around the 3m mark is nonsense), but i agree they're kind of tired by halfway through the dozen. the section at 3:33 has a bunch of conflicting notes even without the vocals going 110% over a bunch of strings, and that slide at the end is pretty silly. same with the sustain at the end of the song. NO
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*NO* Donkey Kong Country "Donkey Kong's Fallout"
prophetik music replied to Liontamer's topic in Judges Decisions
there isn't enough source to pass the standards. the sax parts sound generated with how buzzy they are. this is so frustrating because they're fun songs to listen to, but the artist is trying to cover up just how much they didn't do. craig stated that he played many instruments and used tools to cover the other elements, and specifically stated he didn't use genai to make the track. i do not believe him and do not believe we should accept future submissions without clear proof that he's creating future stuff himself. NO -
i'll note that the 'arranger' explicitly avoided responding about who actually wrote the arrangement. they stated who played the instruments but did not clarify who wrote the overall track's arrangement. the track doesn't have enough source so it's a definite no. separately the text is word salad, like larry said (although the joke about going to call mario at the end is admittedly funny), and all of the overheads for the drums are just static. the guitar work is solid throughout, i'll note, and i liked the aggressiveness of the opening section and specifically the altered chord at 0:24 was a fun idea. it's too bad the rest doesn't have anything to do with zelda. NO
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*NO* Shadow of the Beast "Beastmode Mix"
prophetik music replied to Liontamer's topic in Judges Decisions
really old school original here, been ages since i've heard it. opens with some wide, very forward saws. there's a lot of verb and this is really blown out so the lead instrument has an overpoweringly present sound that obliterates anything behind it. there isn't any arrangement on this opening section to my ears that isn't in the original - i think it's even in the same tempo. there's a repeat of the main chorus section with the 'kick' sfx playing faster, but aside from articulating it on sixteenths, there's no change again. so again, there's no arrangement here unfortunately. and then the loop cuts as it's about to loop back to the middle somewhere - so no ending. unfortunately this doesn't fulfill what we're looking for in terms of arrangement. i'd encourage you to take a look at our submission standards, notably section 4, and utilize the workshop forums and discord to get some guidance on how to work towards a more complete arrangement that'd fit what we're looking for on the site. NO -
*NO* Legend of Zelda: Ocarina of Time "Domain Deep Dive"
prophetik music replied to Liontamer's topic in Judges Decisions
opens with the descending arp of the original in a funky 80s-feel synth. beat comes in at 0:15, and i can definitely hear where you're trying to go with this. the piano that comes in at 0:27 is painfully square and robotic unfortunately, and the sample isn't great either. the offbeat pops fit the concept well though. melody comes in at 0:39, and there's some nice panning on it to help it feel more organic in the way it moves. the backing is very static until 1:24 when there's a short break - i'd have liked to hear more to mix it up, especially given that there's only a few instruments playing and not much to keep it unique. the chorus uses a new beat which is nice, but the piano especially is starting to really grate as it's doing the same thing most of the time and it's tiresome to listen to. the piano solo at 2:13 is nice. there's a percussive element in the left ear that is notably far away from anything else in that side and it sticks out a lot. there's another chorus, and what initially feels like an ending until it's made more obvious that it's a transition into more of a shuffle. 4:02 brings in a lot of other elements that don't really get explored much. there's some distance put into the overall tone, and then a single chord finishes the song off. it really seems like you approached this with a goal of simplicity and a patient approach, and i think that's a cool idea for this. i really think this is too stripped back, and separately what's here isn't used to full potential. i think that adding even a single countermelodic element would add a lot to the work overall, and separately (and more importantly) there's so little personalization or velocitization applied to anything outside of the synth blats throughout. the block chords in the piano for example don't change dynamics or approach ever throughout, and the lead instruments also do not have clear examples of velocitization outside of one specific color note in the piano solo. along those lines, each major section has a clear sound that's established in the first bar which doesn't change throughout that entire section. it's too repetitive and it becomes very obvious very quick. i think there's too much repetition throughout, and not enough personalization especially to the backing parts. this needs another pass. NO -
*NO* Clock Tower "When the Bell Tolls One"
prophetik music replied to Liontamer's topic in Judges Decisions
really neat original. that short synth tone is really unique. opens with some bells and ambient synths. it doesn't sound like most of the things being played are the original, but rather following a similar structure. the beat comes in at 0:28, and the strings that eventually come in also are outlining a descending pattern that isn't the same notes or particularly close to the original. same with the eventual synth arp. beat drops around 1:22 for a bit, but comes back unchanged. there's a recap of what just happened, and the opening bells come in too, but still no source. we get something that's again reminiscent of the original at 2:03, but all that includes is movement from the 5 to the b6 and b7 - none of the 5 b6 4 5 pattern that permeates the original, and also none of the little 7-8 lick that stands out in the original as well. we get another break at 2:44 with some choral elements, but the same taiko and synth elements in the background are still there. we do get some more unique strings after this when the same beat comes back in again, but nothing from the original. there's a fun stutter effect in the strings near the end, and then it's done with the arps fading out (over a very long time, this probably should be shortened by half if not more). unfortunately this doesn't really appear to be a remix of the Cradle Under the Star theme, but rather something inspired by it or reminiscent of it. there's no actual original material that i can hear in the track you've submitted. so that's a dealbreaker right there. separately, it's really obvious in here where you copy/paste each individual element's block of material - the synth does the same thing every time it shows up, the beat is the same, the taiko element is the same, etc. even the fake scream transition sfx is used repeatedly. that much repetition becomes really noticeable really quickly when you listen to something more than once. spending the extra time to make each entrance of an instrument unique is absolutely worth it. if this was a complete arrangement of the original, i'd probably still reject it due to how muddy and overly dense the representation is, and how much repetition is used. i think that the original's neat and there's definitely legs for this style of arrangement. trimming the fat and making it more clearly related to the original will definitely help craft a better overall product. NO -
*NO* Half-Life: Episode 1 "Status: Hired"
prophetik music replied to prophetik music's topic in Judges Decisions
the synth riff is immediately recognizable. i also like the big bass and the fun 90s synth guitar near the end. the arrangement itself is definitely nowhere near developed enough for us, unfortunately, although i like the changes you've added in the second half. an easy and quick way to expand the arrangement would be to have some chordal movement right away - going from the Fm to, say, a Db chord within the opening 30 seconds, then to a Bb or Eb would help move the progression along a lot and add a surprising amount of breadth to what you've got here. i actually don't think you need melodic material, although that's another easy way to add uniqueness to an arrangement - i think that just varying the chord progression (or, y'know, having one at all) earlier in the piece would be enough. that'd lead naturally into breaks and builds as well, and some level of added dynamics would also really help the track not feel same-y throughout. kick sounds a touch heavy next to the bass, and imo layering the bass with a less noisy version with more fundamental would help give it a bit of punch that it doesn't have. some window dressing and this is probably good enough for us. just needs more body to the arrangement and you'll be there. NO -
this song again has over a minute of silence after it, similar to your Song of Storm submission. please trim the silence off of the end of your tracks before submission. opens with the original's arpeggio in the piano to open, with a slower overall tempo. 0:14 brings in the melodic line in the cello. there's a few other elements brought in at 0:28 and it gets pretty overwhelmingly loud for a bit. the piano break after is straight from the original and doesn't sound modified, and then we get a full band sound at 1:15. there's some fun elements here - the electric guitar's tone is great, and i like the downtempo feel in the bass. none of the instruments sound particularly real or balanced as everything's just layered in, but the idea is fun. the melody drops and the arpeggio is in the guitar for a bit before a sudden stop, and it's done. from an arrangement perspective, there's not a lot here that isn't in the original. i like the band feel that comes in at 1:15, but there's no new countermelodic elements, no personalization or chord changes - nothing that is Hupusu, just stuff that is Alexander Brandon but in new instrumentation. so that'd need to change before this could be considered. separately, the instruments are not particularly good - there are way more free options out there that'd really improve this, including string and piano soundfonts and VSTs - and the mix is dense because everything's just layered in with no effecting or compression or EQing. so there's a lot to work on here! but i think that the feel you get at 1:15 is great, and a good example that you know what you want to get to and it's just a matter of learning the steps along the way. i'd encourage you to take a look at the Workshop discord or forum on the site so that you can get some suggestions and start learning to improve. NO
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this is 26 seconds long with 28s of silence after it. it's a neat tech demo concept but isn't close to what we could accept here unfortunately. there's nowhere near enough development of arrangement to meet our arrangement requirements, and the instrumentation isn't what we'd expect to see either. i'd encourage you to review the Standards - notably points 1.2., 4.2., and 5.2 - as they detail what we expect for our site. if you fleshed this arrangement out some more and looked into some of the free VSTs and sample packs that are available on the web, i definitely think you could turn this into something legit! but what's here isn't there yet. consider the Workshop discord or forum for additional resources. NO
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This song was originally created as a way for me to learn how to use LFOs, as I've been comfortable in DAWs for years, but never really produced anything meaningful--and if you can believe it, never knowingly used LFOs. Serum 2 had dropped a few weeks prior to me starting on this, and everyone lost their minds over the plugin, going as far as crashing the download servers. I wanted to not only familiarize myself with Serum 2, a tool that the entire amateur music industry seemed to collectively soil its pants over, but also to learn how to use LFOs in a way that is both textbook and also wide-breadth application, so that I can use them more in future projects. I also really, really like Half-Life, for all its janky glory in 2025. It's a formative game for me. The core, lead synthesizer to the remix, audible from beginning to end with very little breakage, is based on something not even the original composer created: it was a stock sample from a trance music sample disc from the mid 90s. I decided to recreate it from scratch so that I could manipulate it as I saw fit. Given the game's propensity to use samples for a large part of its soundtrack, I feel it necessary to clarify that there are no samples whatsoever from the original game song in this remix. The lead synthesizer alone utilizes six LFO channels, each on a different programming (retrigger, duration/how many bars, etc.) to automate its various textures and filters. This was the point of the exercise. Nearly every other track in the song uses 2 to 4 of their own LFO channels, and the rest is either sampled (sourced from my Splice back-catalog, 909 kits, or whatever else I had onhand) or oscillators tweaked to imitate the timbre of real instruments (the electric guitars, for example, are not sampled guitars--they're distorted and shaped sawtooth oscillators). The original song is a lot simpler, and has a more obvious A-B-C sequence of structure, like verses to a lyrical song, but not really. I decided to try and unify some of these sections together so the song sounds less like four separate ideas concatenated together, and more like a song that evolves and riffs on the same cool sequencer lick. Thus, the song is more of a buildup, reaching a bridge section which drops most of the percussion except for a Daft Punk-esque tambourine, and a crescendo climax which integrates faux electric guitar and the heavily chorused/flanged synthesizers typical of Half-Life music. Vocals are a mixture of scatting/improv vocal samples and a gospel choir thrown in there, because it's the closest in feel that I could think of to match the as-yet-unknown vocal sample of the original song. For mixing, I tried to ensure each instrument channel had an EQ register of its own, but there was always bound to be some overlap as instruments sound pretty bland and unconvincing without their harmonics. The climax of the song had to be compressed to ensure all the loudness of the various lead instruments coalescing together didn't destroy anyone's speakers. This part is the weakest part of the mix by far, but Half-Life 1 music is very in-your-face and dare I say aggressively 90s, and I don't feel bad about it being loud--I just hope it doesn't lose too much of the plot. I'm not a music producer, I just like OCR and Half-Life. I'll accept any feedback and make changes as the review staff see fit. Games & Sources Game is based on the outro/credits theme to Half-Life 1 Original song here HL2 also sampled this song for its own credits theme, but it was fairly different in that version, different enough to be its own song (and very short, only around 30 seconds) Both songs are by Kelly Bailey The main synthesizer hook, audible from the very beginning, in the original game's soundtrack was a sample from the disc entitled Trance Formation: Creative Essentials Sampling CD - Volume 6, track 19, sample 3, "Trippy Seq. 3 F 120." This sample was recreated in my own style for the remix. A large quantity of samples are used in the HL1 soundtrack, none of which are used in this remix--I tried to source my own or create my own. A list of known samples from the original song can be found here.
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opens with some very light piano. the hammer tone of the higher octave of the keys around 0:17 sticks out a bit, but that's a VST limitation more than anything. there's some really nice sequencing in the approach here - starting with the higher octave, moving to left hand block chords, and then by a minute in moving to a more flowing left hand, with more personalization in the right hand - it's a really nice flow. 1:30 adds in some third-hand panned elements which give it a bit of a spacey feel for a bit, a neat addition. 1:42 brings in a new, fuller orchestration that also features constant motion which i think helps convey the feel the remixer was going for. 2:33's focus on the IV-vi movement is really nice and helps emphasize the really nice original elements that make this a nice song. around here though i noticed that most of the right hand had been hammering for over a minute at about the same velocity, and it starts to be a little uncanny valley/machine gun. there's an absolutely delightful transition and key change into 2:58 (genuine smile there, it's great), and we get some noodles that are ultimately a setup for the ending. there's an extremely light doubling in the upper octave for the last line that i wish was a bit louder because i love the idea, and then it's done. i don't think this is too conservative for the site at all! i think there's some real fresh air in this arrangement and approach. really appreciate the couple specific times you really changed it up (like at 2:58), and wouldn't have minded more of that, but what's here is great. YES