These pieces of music are merely loops, or sketches, this is why they end so sharply.

On this page, the bass lines are very loud, because of a mix I had to make for the engine of the game that did not render the bass very well. I had no time to make a new mix for the site, sorry... ;)

Videogame: Waco

Here is the soundtrack of Waco, a videogame on which I worked as a sound designer and composer. The goal of this casual waste-sorting game is to throw garbage in the right bin. I composed loops for each of the three possible gameplays, based on the same chords, but on each gameplay, the rhythm, melody and style are different.

 

I composed each gameplay music in five steps, following the levels progression (1 music for 2 levels, each gameplay containing 10 levels). As the player progresses in levels, the music becomes richer, more complex, with more instruments and more immersive arrangements.

Here, the first gameplay: "drop the object". I created a kind of pop music, with a hint of rock.

Here, I introduced an unexpected instrument, the dulcimer, to create some surprise for the player. Sometimes the strings can produce music a little out of tune, creating a sound that might be considered like the noise of garbage.

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In this one, I wanted to keep on surprising the player (and enjoy what I was doing!) by introducing some weird musical universes into the piece. This is why you will come across some winks of a harpsichord paraphrasing the 2nd prelude of The Well-Tempered Clavier by JS Bach (do minor), a honky tonk piano playing saloon music, and finally, a bandoneon in the Piazzola's style...

This kind of musical "game within the game" also fits my desire to be able to step out of the game you are playing and discover new places that have nothing to do with the original place of the game. It might sound abstract and a bit absurd, but you can stop, have a beer, chat to one of the characters, before you get back into the game again.  

 [TM1]Re-escribi este parrafo, pero creo que el sentimiento es el mismo

Ah ! A big band... what else ? In'it, Quincy, Count, Duke ??? ;) I liked to test the idea of a big band as an immersive set for gaming music. Players will say if it works as I feel it should.

Here is the second gameplay, where you have to change the direction some conveyor belts turn. I find it quite crazy and busy, so I made this rock'n'roll theme, with a slight rockabilly inspiration. However, I also gave it some quiet moments when the samba enters smoothly, and then moves forward again.

 

I discovered some samba rock tunes while learning how to dance the "samba de gafieira" in Brazil, through some tunes by the group Jussara. It simply inspired me here.

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Listen from 01'00'' to 01'15'' : that's my favourite moment in this musical series for this gameplay. I love how the music starts again, runs under the pressure of the one note repeated on the piano... Enjoy...

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The third gameplay looked quieter than the others, so I decided to compose a reggae piece. The principle I followed making this game was to enrich and make the music more complex as the player goes up the levels, so that as you reach the upper level, the density of the music contributes to your greater immersion. On this page, you can listen to this progression on this gameplay.

The music for the two other gameplays stands in the "rock" page.

I enjoyed letting the various elements of this smooth reggae take their time to appear.