What changed
0 fixes1 addition2 changes0 removals
- Balance
- UI and audio
- Gameplay
changedWe're two weeks from launch and I wanted to give our composer a chance to write a bit about his process in creating The Funnel's original score. I've also included some clips of the music so you can get a sneak-peek into what you can expect in the full game.
changedFACTORY SOUNDSWassup to all my Bronzemen, Jack from music department here to explain some of my part of The Funnel. Behind the scenes my job is to primarily create looping tracks that enforce the feelings and story points we want to highlight as you move through the branching narrative. Much of the heavy lifting of tonal shifts lies between the balance of very industrial rhythm sections drawing from sounds within the world to drive the beat and melodic strings that help guide the emotional beats.
addedNEW ELEMENTSIn the late game as things begin to snowball for our lovely worker I began finding ways to add chromaticism to help create feelings of unease and distress to tense situations. The process of finding ways to keep this melodic was quite enjoyable, and further highlights the push/pull between industrial rhythm and melodic strings.
The Funnel changes
changedWe're two weeks from launch and I wanted to give our composer a chance to write a bit about his process in creating The Funnel's original score. I've also included some clips of the music so you can get a sneak-peek into what you can expect in the full game.
changedWassup to all my Bronzemen, Jack from music department here to explain some of my part of The Funnel. Behind the scenes my job is to primarily create looping tracks that enforce the feelings and story points we want to highlight as you move through the branching narrative. Much of the heavy lifting of tonal shifts lies between the balance of very industrial rhythm sections drawing from sounds within the world to drive the beat and melodic strings that help guide the emotional beats.
addedIn the late game as things begin to snowball for our lovely worker I began finding ways to add chromaticism to help create feelings of unease and distress to tense situations. The process of finding ways to keep this melodic was quite enjoyable, and further highlights the push/pull between industrial rhythm and melodic strings.
We're two weeks from launch and I wanted to give our composer a chance to write a bit about his process in creating The Funnel's original score. I've also included some clips of the music so you can get a sneak-peek into what you can expect in the full game.
This is probably the last post you'll see from us until the time around The Funnel's launch, so thank you for being part of the journey as we release our studio's debut video game.
-Gabe
FACTORY SOUNDS
Wassup to all my Bronzemen, Jack from music department here to explain some of my part of The Funnel. Behind the scenes my job is to primarily create looping tracks that enforce the feelings and story points we want to highlight as you move through the branching narrative. Much of the heavy lifting of tonal shifts lies between the balance of very industrial rhythm sections drawing from sounds within the world to drive the beat and melodic strings that help guide the emotional beats.
NEW ELEMENTS
In the late game as things begin to snowball for our lovely worker I began finding ways to add chromaticism to help create feelings of unease and distress to tense situations. The process of finding ways to keep this melodic was quite enjoyable, and further highlights the push/pull between industrial rhythm and melodic strings.
Hope you all enjoy when you play the game later this month :)
-Jack