Posts Tagged ‘music’

Le Rest’ouf !

Posted by
Monday, December 12th, 2016 6:35 pm

Even if we did it through Skype (8700 km between us) and the fact as we didn’t know each other before this 72 hours… What a challenge!

Le Rest’ouf” is a crazy restaurant simulator where you serve fancy cuisine to impatient customers by throwing plates at them. Click and drag plates to throw them, Headphones are REALLY recommended !

→ You can try the game here
→ And check the Original Sound Track on Youtube !

Progress report on One Night #3

Posted by
Sunday, December 11th, 2016 1:40 pm


Sorry guys, this WIP doesn’t gonna contain the music itself, i don’t want to spoil it

Good luck everyone.

Progress report on One Night #2

Posted by
Sunday, December 11th, 2016 8:25 am

Working on main menu music.


Pickle lad progress video

Posted by (twitter: @antti_tiihonen)
Saturday, December 10th, 2016 2:29 pm

Pickle lad is going places! There’s now a half-complete kitchen environment (my “one room”), better character movement and some music I just made! The music might not fit the mood very well yet but I don’t have time to redo it either… So let’s hope I can amp up the gameplay to match it somewhat :)

Composer and sound designer

Posted by
Wednesday, December 7th, 2016 5:35 am

Hello everyone!

My name is Rodrigo Faleiros, but to make it easier, just call me Rod. I’m a composer, orchestra conductor and arranger, sound designer and music producer from Brazil.

I’d really like to participate in this jam and if anyone needs a hand with songs and sounds, feel free to contact me through here or by e-mail –

If you need to see any of my productions, there’s a few over my website – (sorry, only in portuguese for now) – or in my YouTube channel –

Thanks, hugs and let’s jam!

Anybody looking for some music?

Posted by
Wednesday, September 21st, 2016 1:21 pm

My name is Cody Mitchell. I make music at home and was looking here to see if anyone was looking for music for anything. Completely free. Not looking to charge for anything as I would like to build a portfolio. Feel free to comment or send me an e-mail at if anyone is interested and I can get you a download link. Thank you!!!!  Here is the link to my Soundcloud where I post all my music.


Posted by (twitter: @nicso)
Tuesday, August 30th, 2016 2:39 pm

I made a full track from my entry :


Oh and also : Play the game ! :)

R. Lastey, the archaeologist, finished!

Posted by (twitter: @AurelDev)
Monday, August 29th, 2016 8:12 pm

Screen Shot 2016-08-30 at 02.14.41

Screen Shot 2016-08-30 at 02.15.35

Screen Shot 2016-08-29 at 19.03.50

(secret concept art)

What a journey. For the last couple of hours, I’ve been working on the music … Obviously, my tool of choice for composing it was Photoshop:

Screen Shot 2016-08-30 at 02.10.48

But, I’m pretty proud of the results! The music adds a lot to the game. Now I wish we had ratings :)

Play R. Lastey now!

Screen Shot 2016-08-30 at 02.13.28

The Art of “Hart of the Forest”: A Design Post-mortem

Posted by (twitter: @stellardoordev)
Monday, May 9th, 2016 2:14 pm

Hi everyone, Greg (artist/modeler/musician) from 2nd Door Studios.  Here on the last day of LD35, our team thought it would be nice and hopefully useful to recap the many things that went both right and wrong with our ambitious little game:

Hart of the Forest” (Click that link there if you’re curious to try it!)

From the start, our group found the “Shapeshifting” theme pretty challenging, and it took us well into Saturday morning to find a concept that we all liked.  Our final idea was challenging, but interesting to us — putting you into the role of protector of a mystical forest, a Druid, charged with gathering your lost villagers and shepherding them back to safety, while trying to both use and also hide your powerful shapeshifting curse.

There were a lot of things we hoped to do with this, and two things proved themselves fairly quickly: 1) that the full scope of our idea was probably bigger than a game jam would allow, but 2) that we were all eager to see just how close we could come in spite of that, and how much of it we could make by the deadline.

I wanted to go through the workflow and notes from my own section of the work, which included the 3D sculptures, models, animation, and eventually the music of our game.

First and foremost, our team uses the free/mighty/wonderful Blender for all of the 3D work you’ll see here, as I’d happily encourage anyone to do.  The start of our concepts was to get our core characters sculpted, giving our team the chance to look at them all and get a better feel for the tone and the visual style of our game.  Here are a few glimpses of those pieces:

These sculptures gave us our starting point, leading to the retopology process of simplifying them until they were ready for what would ultimately be a Unity WebGL game.  This is where our largest challenge, and still our biggest technical hurdle stole the show…

See our bear/stag animation in action if you click this link

From the very beginning, our plan was to try to make use of Blender’s “Shape Keys” (“BlendShapes” in Unity parlance), to let these shapeshifts be as organic as possible.  Like the story of our game, this ended up being kind of a blessing and a curse, within the timeframe of the game jam.  While, after great effort, I did get this all working (see/click the gif above), Unity didn’t love the idea.  There were a hundred other technical considerations to factor into this process, including needing to morph the animated rig inside this mesh as well (no small task, rigging-wise), and a war between Mecanim’s Animator and the BlendShapes themselves.  Put simply, this is something our team (as in, I) still fully intend to implement into the future of this game, but scoping this into the jam proved a little over-ambitious.  For now, our Druid hides his shapeshifting in a puff of magical particle effects as a (literal, I guess) smokescreen, simply swapping out the models.

Finally, we weren’t going to be saving anyone without some models of villagers to save, so I did my best to economize here, using a single sculpture that we could later adapt into both the male and female villager models, letting me reuse both the bulk of the sculpting time, and the rig itself.  That part ended up being a great idea, and a big time saver overall.  One walk and one run cycle, along with some idle animations, ended up getting us both our villagers and our Druid in one animation pass — and Mecanim made it easy to retarget those animations between the three models.

(And, while our enemies aren’t exactly implemented quite yet, the idea even from the beginning was that the enemies would be corrupted versions of your villagers — so these two, plus some dark and spooky textures, even gave us the stand-ins for our future villains.)


The world itself was an ambitious step all in its own, including a lot of props (more than we thought we’d need originally, even) to bring a passable forest to life in only a weekend.  I ended up sculpting 2 different trees, treetop models, several stones, a fallen log, and mystical standing stones, all of which needed their own retopology and texture work.  See those below:

The tricky remaining sculptures

The result, thanks to some inspired texture work and really cool materials/shader work on our other team members’ parts (I’ll let them talk about that!), was something we were pretty happy with by the end of the jam:


The good news was: we got the basic idea implemented in time to start pulling everything together by late Monday evening.

The bad news was: I had been hoping I could also tackle the music for this jam, with at least a day or so’s worth of time to dedicate…  Yeah, that wasn’t happening.

So, switching gears with (I kid thee not, sadly) one hour left before the deadline, I plugged in my keyboard and did my best to drum/play out the song that I’d been trying to compose in my head for the three days leading up to that point.  In other words: I had about 45 minutes to write the game’s soundtrack (yikes!), starting from truly nothing.  That was a stressful moment, I’ll admit — but something about it seemed pretty fun as well.  (Sort of in the spirit of a game jam, too.)

So, while it’s far from the amount (or quality) of music I was hoping to make, I did get the chance to make at least this, our “Main Theme”:

I’m proud to say that we’re still hard at work on this game now, even three weeks later, and still hoping to turn this into something that matches the scale of our original vision.  For now, I’ll leave off with a teaser/preview image of what this has become in the meantime.


Lastly — we also all wanted to say thank you all so much for your extremely kind (and very understanding!) feedback on our submission.  It ended up being only a quirky little prototype of what will hopefully someday be a pretty cool little game, but your feedback was really inspiring and has kept us going in the weeks since!

Thanks for reading, and we’d love to hear from you with thoughts, questions, or especially any last minute reviews!  Cheers!

Play our game here!

Music of Wizard of Shapes

Posted by (twitter: @fischspiele)
Friday, April 29th, 2016 5:54 pm


presents his music

dark3zz is our musicians.
He has created the music in nearly all our LD games .
I am every time amazed how he can creates a great atmosphere with his music.


Do you like it?
They can also be heard in our game Wizard of Shapes
Thank you for playing and voting.


Rude Bear Requiem

Posted by (twitter: @Phantom_Green)
Saturday, April 23rd, 2016 3:03 pm


Hey! I’m SonnyBone and I worked on Rude Bear Requiem last weekend. I was initially signed on to do the audio, but then our artist couldn’t participate as expected… so that kind of changed. I did all the music on Friday and Saturday, then I stayed up and did ALL of the art. It was less than ideal, and it resulted in a “unique” approach to art that I will cover in a more detailed post-mortem. By the end of the jam, I had been up for about 52 hours straight, resulting in hallucinations … which I think helped to turn this game into something truly memorable. We’re very proud of it, and we hope you like it!

Here’s one of the cute lil’ songs I made for the game.

If you dig what you hear, you can help me out and pre-order the extended OST here.


Rude Bear Requiem is an adventure/puzzle game about helping your forest friends by using magic to shapeshift into various useful forms. Rude Bear is normally Rude… but now he’s POLITE! So take advantage of this one time offer and dive into this totally cute, relaxing, non-threatening world!



Be sure to read the gameplay instructions on the entry page or in the ReadMe!

EXTRA HINTS: The title screen marks the beginning of the game, and the title drops down again at the end. You can still play around in the world at this point, but there are no more objectives. We can tell whether or not you played the full game based on your comments :)

Play the game here:

Finally the music theme and sfx are completed!!!

Monday, April 18th, 2016 3:38 pm


The music theme and sfx are completed for now.

It all started when a random guy from the web invited me to participate in my first #LDJAM. So I had to create some music and SFX. We’ve got 3 players in our team of complete strangers: me (Andrian) as a sound guy, Guglielmo as an illustraitor and Hady for coding.

Guys are still fighting bugs so I feel free to make this post. I will post the music itself later tomorrow with all of the links.



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Posted by (twitter: @rjhelms)
Sunday, April 17th, 2016 5:33 pm



Took a quick break, and found myself screwing around with music. I’m not sure that I’ve got anything that will stick, just yet, but it’s nice to switch up to something completely different for a while.

I never post photos of my workstation as it’s truly unimpressive, but I snapped one of my Ludum Dare music setup. Still pretty minimal, but a nice change from sitting at my computer desk for a weekend.

New Loop

Posted by
Sunday, April 17th, 2016 8:21 am

Something sad, funny, waltzy something …


Spooky Music Preview (toot toot)

Posted by
Sunday, April 17th, 2016 7:57 am

Complete-ish soundtrack

Posted by
Sunday, April 17th, 2016 2:57 am

This is the first time that I’ve participated in Ludum Dare, and the first time I’ve designed a game for a game jam. The game involves having to move a group of blobs around so that they fit into a particular pattern. We haven’t come up with a title yet but here’s the soundtrack.

The soundtrack is designed to be played with the segments shuffled around as the game goes, and such that the game can crossfade between tracks when changing level sets. To that end, everything’s in the same key and at 80BPM or a multiple thereof.

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