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A year ago, I arranged the Divine Beast Vah Ruta battle theme from Zelda: Breath of the Wild for piano, by ear. This was my first major arrangement of a piece for piano. Here is the original: And here's my arrangement of the theme: And here's the score (yes, I know that some parts need to be moved around; this is not the final version of the sheet music): Copy of Zelda Breath of the Wild_ Divine Beast Vah Ruta.pdf I know the chords aren't exactly the same --- this was intentional, as I preferred certain chord progressions to the ones chosen by the original composer (like in measures 18-19). The feedback I've gotten so far is basically that the harmonies and arpeggios sound pleasant, but that it would be difficult (if not impossible) to play using two hands. I tried playing it on my keyboard, and yeah, I can attest to that. I'm also aware that the dynamics are kinda weird; I tried to do the best I could to get it to sound the way it sounded in my head. Does anyone have advice on how to make this more playable? Because I don't exactly want to get rid of any of the extra embellishments I added. Should I make it even more complex and make it for four hands, or remove parts to make it for two hands?
Hi Young Composers, In my latest article, I discussed about why most modern game soundtracks are boring and lifeless and how to remedy it. And this has actually very little to do with composer's technical skill as most would think. Take a read and see if it make sense, or if you have encountered circumstances as discussed in the article. Also, it'll be helpful if composers(you guys!) in this forum can have a discussion if you agree with me or not. :) https://www.linkedin.com/pulse/why-most-modern-game-soundtracks-lifeless-marvel-symphonic-yoa/ Being an experienced composer/audio specialist for visual media with over 10+ years of experience and have worked on projects with over $85 million in the box office and multiple other award winning projects. I've worked with all kinds of people - both high and low, nice people and assholes. Through my personal experience, I know what's truly plaguing the industry and am offering my insights of how to improve it for the benefit of the community. Thanks and if you find this article helpful, do give it a like and share it to others :) -Kian Music Composer | Visual Media Audio Specialist www.kianhow.com
I'm working on making a video game from scratch, about a lost puppy. I actually wrote this piece on the guitar years ago with that idea in mind, because of a comment from a friend, and I wanted to capture the fear and excitement of a dog exploring a big scary world. Not sure if I achieved that, but this would only be one track from the game, with others to explore that idea further. I've been told I should just record it on the guitar, since it sounds great that way, and a lot of things may not translate well, but I wanted to experiment first with a sort of 16-bit sound (like Super Mario World or any other SNES game). I've found a decent library of Soundfonts, and I thought I'd give it a try. A lot of the strumming sections turned into Street-Fighter-esque machine gun sprays of notes, whcih I find pretty comical, but I feel like my ear isn't objective since I've been playing this on the guitar for so long. LINK: http://www.youngcomposers.com/music/listen/6443/Lost%20Puppy%20Theme (or see attachment) I need to fiddle with the volumes, I apologize if some sections sound piercing at the moment. Anyway, I would LOVE some feedback and advice! The song is designed to repeat (the transition back to the beginning needs to be a little less abrupt), and I've broken it down into 5 short sections: INTRO > ARPEGGIO > FEAR > RISE > MAIN THEME >> I'm proudest of how the main theme turned out. I can picture a puppy frolicking through a field. :) I would also love to change up the instrumentation, right now it's a chippy guitar for everything, but I can totally hear some viola & cello swells, especially in the main theme. Any advice would be wonderfully appreciated! Thanks so much for your time. lost_puppy1.mp3