MUSIC
Starfall
Reimagination of completely new soundtrack and sound effects from Celeste. Used a mix of 8 bit and "real" instruments to keep with the feel of the game and used arpeggiated chords to build energy. Had different sections play depending on the area.
Salty Seas
Used 12/8 rhythm, percussion, and instrumentation to create movement and a piratey feel. Have a brighter A section and a darker B section that share rhythmic and melodic motifs which are designed to be looped either together or on their own.
Anger
Track for the second level of Solsikke. The motifs and main melodic structure are kept consistent with Denial, however the key, tempo, and instrumentation are changed to be more representative of anger. Selective uses of dissonance are included to add to that. Also designed to be simplistic and loopable.
Out of The Airlock
Ambient soundscape created out of synthesized sounds to give a feeling of being in space. Specific rocket launch sound effect created for Play button press and designed to be cohesive in terms of timbre.
Denial
Track for the first level of Solsikke. It is a 2D narrative based game, so the music is kept simplistic and loopable. Start off slower with longer chords, then introduce a short, slightly brighter melody to show the nuance of the main characters emotions.
Forest Stroll
Used a combination of traditional 8 bit sounds and richer synthesized sounds. The piece was created as background track, but I wanted it to contain enough rhythmic and melodic complexity to be engaging on it's own. Created with looping (whole track and A and B sections) in mind.
Disjointed Dreams
Piece created entirely out of personally sampled real-life sounds. Intends to tell a story of a musician piecing together moments of their life. Created purely as art rather than to be part of a video game soundtrack.