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Hello Guys,

I created a video lesson on how to compose battle music for a fantasy video game. This is the first part of my new series about video game music. I hope you'll find it interesting, and useful! Feel free to leave a comment, and ask about the content!

 

  • 1 year later...
Posted (edited)
On 10/5/2024 at 11:19 PM, olivercomposer said:

Hello Guys,

I created a video lesson on how to compose battle music for a fantasy video game. This is the first part of my new series about video game music. I hope you'll find it interesting, and useful! Feel free to leave a comment, and ask about the content!

 

Really enjoyed this breakdown of battle music for fantasy games, especially the way rhythm and tension are used to keep players locked in. It actually reminded me a lot of casino and gambling games, where music is a huge part of the rush, whether you’re spinning a slot, playing blackjack, or waiting on a roulette result. In both video games and betting games, sound design is what makes money moments feel dramatic instead of flat. When I was researching how audio affects player behavior in online casinos, I came across regisztrációs bónusz befizetés nélkül, which explains how different games hook players without upfront betting, and the parallels with game music design are pretty wild. Poker tables, jackpots, and even simple betting menus rely on the same emotional cues you describe here. Articles like this show why composers aren’t just making background noise, they’re shaping how players feel.

This kind of breakdown is pretty cool, and I’ve found that battle music works best when it really drives the action instead of just sitting in the background. Fast rhythms, strong percussion, and some kind of hook or motif help keep it interesting since players can be in the same fight loop for a while. Also thinking about how your loops transition into each other without feeling repetitive makes a huge difference in keeping it from getting annoying mid-game. I usually try a mix of orchestral hits and rhythm ostinatos to build tension, then layer in more melodic stuff for big moments - that seems to work well for fantasy battle themes in most games.

Edited by Colin_Huynh

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