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Author: Tyler

Role: Composer, Micro Manager, Scolder of Josh Favorite Game(s): Final Fantasy 6, Super Mario 3 Bio: When not composing music for "Shadows of Adam", Tyler can be heard tootin' his trumpet all over Nashville, TN in recording studios and with artist such as The Mavericks, Sam Moore, Tim Rushlow, and others. He also leads his own 18 piece big band, The Tyler Mire Big Band which plays his own original compositions and arrangements.
Weekly Content Blog #55: Learning From Experience

Weekly Content Blog #55: Learning From Experience

The other day out of the blue, an old friend sent me a message of Facebook. He was looking for a transcription I did 6 years ago and was wondering if I could sell him the parts so his college band could perform it. Having not looked at the piece in several years, I pulled open the file on my computer to find… awfulness, complete awfulness. The formatting was horrible, the chord voicings were rusty, and the attention to detail I have learned in the past years was not present. I promptly told my friend I would then spend the next few hours polishing up the piece and then I would send it to him. A few hours turned into a day, a day turned into a week, and a week turned into a month. What was acceptable to me 6 years ago, was no longer representative of the quality I try and achieve in 2017. This got me thinking about Shadows of Adam and my role as the composer. Since my first composition in October of 2013 to last week when I updated ZaknNik’s battle theme, I’ve learned a lot.

1. A little bit of reverb goes a long way
About 2 years in I discovered a small trick to make the pieces sound more coherent. I started running a small amount of reverb through an aux channel. This in turned applied the reverb equally to all instruments giving it a cohesive sound, almost as if all the instruments were being played in the same space. This may seem obvious to most, but my background was always as a composer and not necessarily a sound designer. Once learning this I promptly remixed every tune I had done to that point.

2. Make the most out of your themes (aka Melody is King)
When writing some of the first pieces for SoA I knew I would want to come up with a handful of themes that could be re-used throughout. I ended up developing two main themes:

Main Theme
Curtis’s Theme

From a pragmatic point of view, it made sense to re-use these because it saved me work, however I also felt it helped bring a cohesive story-centric perspective to the game. For instance, the main theme is reworked in a more minor key in a scene to show Asrael’s distress while Curtis’ theme was re-orchestrated to work for Orazio. At times, both themes have been used in counterpoint to help highlight specific story elements.

3. Panning and Sonic Space
When mixing your tunes it’s important to give some space in the panning to help instruments come out. If two instruments complement each other or occupy the same register, sometimes panning them straight across from each other can prevent it from sounding muddy. I also learned this trick from listening to old SNES tunes. A lot of times, harmony in the same instrument patch woudl be split into two tracks and panned on opposite sides. This is another way to create a more linear sounds with your instruments as opposed to blocks of sound where each note is hard to distinguish.

4. Go with your gut
I am a studied musician. In addition to my 6 years of higher ed (Bachelors and Masters in Music Composition) I have composed over 200 pieces of music for games, jazz ensembles, pop bands, and various other groups. However, I still firmly believe that the best music comes from instinct and imagination. I always try to write things that I can sing because they seem to flow naturally and feel the most musical. The craft I’ve developed is merely a tool I employ to help articulate my musical ideas. That is not to say that I am not challenging myself to learn new harmonies, melodic constructions, or ways to phrase, but that it is ok being comfortable with my instincts. They’ve served me well.

5. Sleep on it
Sometimes this is the most important thing to do when composing a new piece. Frequently at the start of a new tune I would write as much down as I could come up with. Things would write itself for a bit, then I would inevidently hit a wall. At this point, I would begin to feel that my ideas were becoming forced and that I needed to take a break. I always found a long walk or a day off helped me recharge and come back with more creative juices. Occasionally, on walks with my dog I would replay the song in my head over and over, and imagine all the possibilities for it. This would help me get a good big picture concept and fine tune the ideas I already had. The most extreme example of this was the final boss theme. I started it in Jan of 2014 and finished it in the fall of 2016!

Looking back I am very grateful for the three plus years of writing I’ve done for Shadows of Adam. I’ve grown a lot as a musician and I am very proud of what we all have achieved.

Stay tuned for updates on the official Shadows of Adam release date! If you haven’t done so you can pre-order Shadows of Adam or contact us on our may social media outlets:

www.shadowsofadam.com
www.somethingclassic.net

Humble Bundle: https://www.humblebundle.com/store/shadows-of-adam
Steam: http://store.steampowered.com/app/506510

Facebook: https://www.facebook.com/SomethingClassicGames
Twitter: https://twitter.com/somethingclassc/
Twitch: https://www.twitch.tv/somethingclassic

All the best!
-Tyler

Weekly Content Blog #51: The Road to Completion!

Weekly Content Blog #51: The Road to Completion!

Hey everyone!

In just under three years, Shadows of Adam is nearing completion! This post is going to be a brief look at what’s new, what’s left, and the future of Shadows of Adam.

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What’s New
=================

Credits:

Finishing our credits sequence was a big accomplishment because it finally hit me that the game was nearing its end. It also includes one of SoA’s best compositions, a 7 minute long melody of Shadows of Adams themed timed out to a thrilling ending sequence. All composed by the sexy guy listed above. That’s all I can say without spoiling it!

More Save Slots:

This was something that was added just yesterday. But sometimes you get these little gems late in development. Before you only had a measley 3 save slots. But “This is 2016” shouted the masses! Voila and now you have 15 save slots! Now you can save before every boss just so you can get that perfect RNG roll which will shave 1.5 seconds off your speed run.

Kickstarter NPCs:

The town of Dradora houses a vibrant cross section of people from all walks of life and backgrounds. However none are quite as eccentric as the ones our Kickstarter backers designed! Backers who pledged enough were given the task to create their own NPCs. The result…well let’s just say it has made Dradora a whole lot more interesting!

Backer’s Dungeon:

One lucky backer, with the expert guidance of our own level design guru Luke, designed his own dungeon for the players to experience as an optional side quest at the end of the game. Ladies and gentlemen we present to you the “Lost Cave”. Tough as nails monsters who will pound you into the dirt? Check. Challenging puzzles designed to make you pull your hair out? Check. Legendary swords, game changing artifacts and more treasure than you can shake a stick at? Check, check, check.

=================
What’s Left
=================

Testing, Testing, Testing:
The biggest hurdle left is more testing. While the team has made many full playthroughs – fixing up to 50-100 minor polish issues in the last month alone, there are always issues that we miss; edge cases not yet found or oversights from staring at the same game for three years. The game will be going out to testers this month and we are looking forward to tightening up the project even more.

Kickstarter Quests:
We are currently finishing out the remaining Kickstarter Backer quests. These are a collection of side quests that allow you to find some of the game’s most powerful weapons and armor. You’ll want to nab these items before trekking through the final dungeon!

=================
The future of Shadow of Adam
=================

New Website:
We will be launching a new Something Classic and Shadows of Adam webpage this month. These streamlined sites will provide info about the game and the five handsome men that make up the Something Classic team!

Pre-Orders:
Once our new websites are live you will have an opportunity to pre-order your own copy of Shadows of Adam. Get it while it’s hot as the early copies may be selling for lots of gil years from now.

Trailer:
We will also be launching a new action packed trailer to get people totally psyched about our game!

It will be an exciting month and we’re glad you chose to join us! Thanks again for all your support and please keep visiting this site for more updates on the project. Questions, comments, ideas for “Shadows of Adam II: Racing”?

E-mail: info@somethingclassic.net
Twitter: https://twitter.com/SomethingClassc
Facebook: https://www.facebook.com/SomethingClassicGames/
Forums: https://forums.shadowsofadam.com/
Twitch: https://www.twitch.tv/somethingclassic

Weekly Content Blog #47: Alpha Demo Preview!

Weekly Content Blog #47: Alpha Demo Preview!

Hey there SC Fans! Tyler here with a new update. First off, a cool youtube interview was conducted with yours truly and Shayne the Independent Optimist. We talk about Shadows of Adam, Indie gaming and running a successful kickstarter. Speaking of Kickstarter, for our lovely 700+ backers we will be getting you a new alpha demo build in the next few weeks. So to build anticipation, let’s do a screenshot preview!


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Also, we’ve been streaming more regularly! Showing play throughs, bug testing and other goodies! Please make sure to keep up with our social media accounts so you know when we are streaming:
E-mail: info@somethingclassic.net
Twitter: https://twitter.com/SomethingClassc
Facebook: https://www.facebook.com/SomethingClassicGames/
Forums: https://forums.shadowsofadam.com/
Twitch: https://www.twitch.tv/somethingclassic

Weekly Content Blog #42: Tyler’s Back!

Weekly Content Blog #42: Tyler’s Back!

Hello everyone! Tyler Mire here.

As you may wonder from the title, I was gone for a little bit! From Feb 17th-April 15th I was in Navy Basic Training. The timing was a bit odd as the last two days of our Kickstarter campaign occurred when I got to basic training. The last I had checked we were around $3,000 away from our goal. It wasn’t until 2 weeks later when I got my first letter from my wife I had learned that we were successful funded!

Now being primarily the composer for Shadows of Adam, I knew that my absence would not halt the progress of our game (I had every track composed except the final boss music). Luke agreed to take on my collateral role as scene designer and ended up finishing the remaining scenes of the game while I was away. Once I graduated and returned to “real life” I was amazed at how far our game progressed. I especially enjoyed seeing all the new graphics that we commissioned with our kickstarter funds. Since being back I have been working diligently, polishing and testing like crazy!

We decided as a team to re-commit to updating our devlog every week now. We want you as our fans and backers to have constant updates on our progress and know we are working around the clock to make you the best game possible! Here’s a few things I’ve been working on:

-Set up monsters for the town of Borges. It involves sneaking in and out back doors and underground basement passageways that connect the town:
Rats!

An anotated map from Luke giving suggestions for enemy and monster placement.
An annotated map from Luke giving suggestions for enemy and monster placement.

-Set up monsters for the Haunted Swamp. A spooky, swampland filled with un-dead monsters:
Spooky monsters!

How the monster looks in battle! New monsters funded by your generous KS pledges!
How the monster looks in battle! New monsters funded by your generous KS pledges!

-I’ve started a Twitch Channel!

I’m looking forward to showing you the game via play-throughs, bug testing and any other requests you may have. I am very new to this so I am looking for any comments or suggestions in what you like to see in a live stream.

I am happy to announce that besides the last dungeon, Shadows of Adam is 100% mapped out. In addition we have nearly every monster animated now and every scene completed. At this point what lies ahead is A LOT of polish. Repeated testing for monster balance, presentation, bugs, typos, and other misc things. We are really excited to be so close but have dedicated ourselves to taking our time to make sure this is the best possible project we can give you all. Target date is still August 2016.

Again thanks from all of us at SC for helping make our kickstarter and Steam Greenlight a huge success! We cannot wait to get you guys this game! Hold tight and keep following us for weekly updates. Also please visit any of our other social media outlets:

E-mail: info@somethingclassic.net
Twitter: https://twitter.com/SomethingClassc
Facebook: https://www.facebook.com/SomethingClassicGames/
Forums: https://forums.shadowsofadam.com/
Twitch: https://www.twitch.tv/somethingclassic

Shadows of Adam – Kickstarter is live

Shadows of Adam – Kickstarter is live

Hi folks!

We are please to announce that our kickstarter is live! You can also find a free playable demo on our page for you to enjoy!

Please consider donating or sharing with friends. We’ll be doing 30 reasons for you to support #SoA on twitter and facebook. Be sure to follow us for updates.

For those who haven’t seen it, here’s our trailer:

Thanks again and happy adventuring!
-Tyler