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Lord of Rigel is a turn based 4x (Explore, Expand, Exploit, and Exterminate) space strategy game. Our goal is to create an accessible, yet deep, turn based strategy game with real time tactical combat that will provide a complete space-opera experience. Lord of Rigel will feature a diverse universe with young and elder races that will struggle to shape the future of the galaxy. Players can make a choice between warring elder races or forging their own alliance with a coalition of alien races including minor species. Given all the resources of a galactic empire, players can choose how to navigate through complex diplomacy and survive grand menaces invading the galaxy using an array of game mechanics such as a galactic council, espionage, research, and military force. Players can expect Lord of Rigel to be completed in 2016 and available for Windows, OS X, and Linux.

Report RSS Composition Series- #1 What is a Soundtrack?

This article in our composition series covers what is involved in making a game soundtrack, specifically the one for Lord of Rigel.

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The soundtrack to Lord of Rigel, as you can imagine, has changed significantly since I first started making concept tracks at the end of last year. Better understanding of the lore, and the flow of new artwork since those first few notes has forced me to revisit old ideas several times, until I was happy with both the sound palette and emotion that now embodies the game.

So what is a video game soundtrack and what makes it different to writing a regular album or EP?

The role of the composer/musician is a simple one really, we are given the responsibility to bring a game to life; the Victor Frankensteins of game development. To make the player feel a certain way at a particular moment, connect with them on an emotional level and create an atmosphere that complements what is seen on screen.

In a lot of ways the craft of making albums and video game music is quite similar. Creating an overall aesthetic, a sense of continuity and pacing are important elements to both (although maybe not as much as it used to be with many albums being a collection of singles nowadays). The differences are mainly technical, and something that I find quite useful – a video game is full of ready made influences, from art to game mechanics, that help with the decision making process when sound shaping and arranging. Unlike with personal music projects where there are seemingly endless possibilities; limitations are good for focus. Something Brian Eno has touched upon when working in the studio, so there is certainly some truth to it!

The music for Lord of Rigel has been split into 7 sections – Menus, Ambient, Tactical Combat, Ground Combat, Species and Events. Each serves its own purpose and again this separation helps set a unique tone for each area of the game, giving the player auditory cues as to what is happening at that point.

I’ll go into more detail on each section in the coming weeks, along with what has influenced some of the tracks and why they sound the way they do.
For anyone looking to get into making music for games I can highly recommend the book I have just finished reading, ‘A Composer’s Guide to Game Music’ by Winifred Phillips. Also, keep an eye out for her videos and articles online for a wealth of information and advice.

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