![]() More layers, more pulsing, more drums, faster tempos, key changes, etc. In this image, you can clearly see the looped form, including bits of the 5-step progression from the previous track:Īt this point in the game, the music is moving away from ambient textures and has more emphasis on structured composition. In this track, there are two drifting tunes stitched together with ambient sections to create a longer composition. Jakub and I started using the term “drifting tune” to represent how ambient music might evolve to and from a structured composition. The trick was finding the right balance between ambient music (open, unexplored space) & structured composition (developed, colonized empire), all while still chill & relaxing. Player advancement represents 1 of 4 music loops each with different energy levels. These were fed into a MIDI machine that combined randomness, arpeggiation, and various intervals (mostly perfect 5ths). In the foreground are the main chords/pads, but in the background you can hear subtle piano “pings.” This are also complemented by “reversed pings” which were sampled from the original piano sound. So I set out to design an electronically manipulated piano. First because it’s my main instrument, and second because it’s nostalgic, which I think is an emotional trigger in space exploration – yearning for home!īut space exploration is also about futurism. I knew I wanted the piano to be featured in the soundtrack. This track also features the first instrument I designed for the game. We didn’t end up using that kind of music implementation due to unnecessary complexity, but these chords are heard frequently throughout the soundtrack, especially when I stitch different compositions together. Originally, my intention was to expand on each mode depending on how the player advances through the game. It’s based on a 5-step chord progression, each conveying a different mode. I wrote this before Jakub and I knew how the music would interact with the game. This was the first thing I wrote for the game - a short in-game ambient loop played at the start of the game when the player is first building & exploring. This music also includes most (if not all) of the instruments I use throughout the soundtrack (my orchestra!) – piano, pads, drums, theremin-like instrument etc. I’ve used it before in a jazz composition I write years ago called Skeleton Key. The two-note motif is really handy in creating metric & harmonic deception. This was a great call – it adds mystery, and makes everything seem more unsettled. Actually, this song originally had an ending, but Jakub recommended it fading out without resolving. One of the tightest compositions in the soundtrack, compared to the others which are more ambient, in-game loops. Obviously, meant to convey a “world opening” feeling, hence the gradual introduction of instruments & layers. The first song in the soundtrack is the game’s title music. We’re talking about putting it on some streaming services (ie. ![]() YouTube (playlist with individual tracks). ![]() Here’s where you can listen/buy/download: I’m posting them here (and added some more details!) so Patrons don’t have to go searching through my Twitter feed :) I was inspired to include some in-depth musings about each track as I released them. Last week I released the entire Slipways OST on YouTube.
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