Hi folks,
I've promised some more feedback, so that all of you can continue working on your material before the deadline reaches.
Please keep in mind - you can edit your posts. So please do so rather than re-posting. Although I will find your most recent versions and collect it for the global song collection post - just something for the future to reduce the chaos a bit. Also, I hope to see more entries by the end of the week - extended deadlines and all. Yes, that also means your entry,
@functionform.
I might not be able to comment any further than that - busy with behind the scenes work and private stuff.
But I want to continue to set a positive example for future games.
Jorgeelalto wrote: ↑Sun Aug 23, 2020 17:37 CEST
"Afterburner"
...
- I got up to -11.3 LUFS, as reported by TDR Limiter No6. Without any limiting, it was already hitting -13 LUFS, and I needed to control some peaks here and there, so it got a bit loud, but that's really something to expect from these genres. I don't like -5 LUFS neuro, but I always go a bit over -8 LUFS, I think it's part of the genre aesthetic.
I really hoped to hear something along the lines of what you produced. And I wasn't disappointed at all.
Let me tell you, "Trash" is not mandatory for DnB - it does make things easier though due to it's (surprisingly) brutal waveshaping and possible parallel processing. But I'm not telling you anything new here - whatever gets the job done.
I really like your overall concept - however, two things I'd love to see you change:
1) a different snare, or dropping it in pitch and making the sustain longer (for more impact), maybe even adding some reverb (with pre-delay to make it "beat enhanced"). You're more knowledged in this area than I am, so maybe got by your gut instincts.
2) don't pull the track too long into "half-time". The second half slows things down too much IMO. Why not pick up the pace/"brutality" again at 2:34 - this way you only have a slow breakdown - not the whole second half as well. More Neuro, less "Dub".
I'd maybe also pan the 4/4 ride a bit - everything feels a bit center. But hey, I understand the "club centric" design.
Regarding the loudness... you can pull back with Limiter No6 (or Limiter 6) if you (for example) use the first compressor as input gain control. This way you can pull things back to -14LUFS. You can still make your track impactful (with summing bus compression) while still keeping your transients alive and quite literally on fire. This device is not an easy to tame beast, that's for sure.
Doc Jon wrote: ↑Sun Aug 23, 2020 00:49 CEST
Gridlock
174bpm
(revisited version)
Host
Cubase Pro 10.5
I'm enjoying the improvements there, and i finally listened to your production on headphones as well (which add a lot of bass to my listening experience). You could in theory make the bass even more prominent - but I wouldn't push it too much anymore (maybe by 2dB max).
Two changes I'd still do:
1) at 1:46 (in the breakdown section), you could already start with snare hits that get faster and faster until the roll at 1:54 sets in - create some excitement and "foreshadowing"
2) you added some more "rides"/shaker type sounds starting at 2:18. But I'd actually change it out and/or enhance it for a classic acoustic ride sound. Maybe more like a ride-bell actually. Also, you used 8th notes, not 4th ones (so ride on 1, 2, 3, 4 and not on 1-and-2-and-3-and-4-and-). In theory, you can set them in even sooner.
Can't add much more I'm afraid.
becsei_gyorgy wrote: ↑Sun Aug 23, 2020 20:55 CEST
"Midnight Run"
DAW: Reaper
BPM: 175
VST:
Steven Slate Drums 5.5
...
Interesting approach here as well. But what is a bit off-putting, are the drums. The snare "weakens" the whole production IMO. It definitely needs to have more impact - and I would opt for one with lower pitch, longer sustain and definitely a bit more compression. Maybe side-chain "duck" to make the snare really in-your-face. This alone should drastically change the feeling of the song. In fact - this is what makes or breaks the song (IMHO and all that).
Then I'd also throw in the occasional crash cymbal ever so often (transitions). Also interesting that you threw in drum-loops towards the end of the song. But what really stands out here, is that they are not(!) quantized. The "Acoustic Set" drifts too much from the loops - making the production feel a bit disjointed. Maybe revisit that.
Don't be afraid to use panning in the part between 2:47 and 3:11. Create some excitement in that breakdown.
The last section also has some weird melodic transitions - but I understand the experimental nature here.
Double Tap wrote: ↑Wed Aug 26, 2020 19:29 CEST
"Amen, Brake"
174 bpm
DAW: Tracktion Waveform 11
...
This is all still a bit new to me since I downloaded my first daw in May, so I'm sure there are some obvious problems with it.
You definitely went the classic "Darkstep" route here, with the oldschool Amen Break (re-arranged). Not what I expected (I wanted participants to go more towards "Techstep" and "Neurofunk", where you have clear accents on the "1" of the beat). This would be the main thing I'd ask of you to get back to and maybe revisit. If you can't get a more clear defined "1" - maybe break up the Amen break (hah!) rather than let it keep on rolling. And while you're at it, maybe also address the "clicks" that you hear with certain re-triggering. I know, oldschool and all - but this is a bit distracting (doesn't sound quite "vinyl crackle"). I also kind of miss the shaker in the "remixed" version now - which was more prominent in your first iteration.
In general... I would break things up a little - you have some very interesting ideas here, some good concept of sound design. It just feels... too much that never really gives you room for breathing, and of course it does not feel that modern (subjective opinion of course).
But if this is your first steps into songwriting, and you've merely started in May... hats off to you. Even if might not make it to the winners podium, you've already won by participating in the first place. I hope we'll see you join in future games as well.
J.Ruegg wrote: ↑Sun Aug 23, 2020 22:19 CEST
"Hyperboost"
I tried to blend neurofunk with some sci-fi elements, and also some little orchestral stuff... So, I think it would suit more a spaceship race-battle game, idk.
I consider it still an early concept, but I don't have much time to polish it so I am submitting it anyway.
I must admit, I really like the sound effects in this production. I'd love to know what main synth was in charge of that.
Other than that, this was the energy I hoped to hear. Although I would maybe (once more) change the snare a bit (pitch and/or longer sustain). What I sadly miss (like in most other productions) is a 4/4 ride to add more tension. There is already something there (something that feels like a ride pattern), but the frequency range is too similar to the hi-hats IMO.
A bit distracting (especially on headphones) is the main melody... it feels "too wide" on top of the wide "reese" (which could have more growls in the low frequency spectrum/center as well - there is basically only the kick drum).
Your production is also super loud, exceeding the recommended maximum loudness for the competition. But this is your first entry - and I really hope you can revisit this track.
Olli H wrote: ↑Mon Aug 24, 2020 21:04 CEST
Here's my unfinished version that I managed to do before the original deadline.
”Gatekeeper”, Olli H
https://drive.google.com/file/d/1aUkch0 ... sp=sharing
Very hard for me to do anything without a melody line and "real" instruments. After having listened some of the submissions, I realized I'm doomed to be the last in this months game. But at least I tried.
I say this off-hand... I really hope you revisit this production before the deadline has been reached. Very interesting ideas here that can be expanded upon. Drastically even.
Like the main bass melody... use more distortion (example: distortion > flanger). You already started to go that route, but maybe try a different waveshaper (like a parallel setup, Izotope Trash, SoundSpot Ravage, you name it), go to town. I guess this is also RealGuitar here... if so, one hint form my side: Guitar -> LPF -> Distortion -> some Filter movements > slight flanging. Check out the Venus Theory tutorials on Post #3 again on "bass creation".
Then the drums... Oh boy... the beat is there, but please replace the sounds. Check the third post again with some free stuff from Loopmasters, ErbNDubs or even Black Octopus Audio (the "teaser" pack has some outstanding aggressive drums from "Leviathan"). This is your weakest point here. Then maybe add some highly compressed and band-passed (LC maybe at 600Hz and a HC at maybe 12kHz) drum loops in the background ever so often, to "dirty up" the production.
One clearly hears that this genre is new to you - but you bring a lot of ideas from pop rock. It just feels like you need a little... push.
Overall - great entries so far.
You folks really try to step out of your comfort zone, try to experiment, and I love seeing that. Some of you took the "soundtrack aspect" a bit too literal however - but hey... who says you can't fuse hard hitting drum and bass with some orchestra elements? It's what has been happening in the audio realm for years at this point (the code-word is "Epicness").
Including today, there are still 2 days left to work on your material. Please do so.
Please continue to interact and give feedback to each other. I see that you like this new concept - let's keep it up.