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Upon graduating from the Royal Academy of Music, I moved to Japan for three years, where I taught English and music. In my final year in Japan, I started working on music for movie trailers many of which can be viewed on my website. I am currently the audio director for an indie science-fiction game called "X32I : Redemption". I'm enjoying the collaborative process of making a game. I like to think of myself as a composer, but actually, I'm really a game-maker, or if it were film, a film-maker. My job is just one cog of a much larger machine. I am currently based in Los Angeles, California, where I am studying on the University of Southern California's Scoring For Motion Pictures And Television program. I am equally adept at orchestral or electronic writing. Please don't hesitate to get in touch.

Report RSS Battle Track --> Victory
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Description

An example of seamless branching and seamless looping.

The track loops at 1:04.

At 1:36, the battle loop seamlessly branches into a 'Victory' cue.

This Victory cue could take place ANYWHERE along the main battle loop (as long as it is on the beat - which is very easy to program). The placing of 1:36 is random, and I could produce further examples if necessary.

The branching technique works best when the branch point is placed on the downbeat (1st beat) of any bar, however it could also work on the 3rd beat very well. The 2nd and 4th beats also work, but it starts to sound a little choppy.

In time signatures other than 4/4, just make sure that your branch points are placed on a strong beat of the track.

These techniques are pretty much essential to provide a smooth musical flow in game music scoring.