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- Опубликовано: 8 сен 2024
- #heavyocity #samplelibrary #starfield
In this video, I will be using Heavyocity Gravity 2 to score an ingame video game scene of Bethesda Starfield.
From the Heavyocity website
This visionary collection is loaded with tonal rhythmic pedals, thrilling transitions, evocative textures, explosive impacts, and striking signature stings that will elevate your musical storytelling.
Welcome to a world where sonic possibilities are limitless, and composing finds its true expression through the use of these evolved scoring tools.
heavyocity.com...
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I absolutely Love this. This made me want to buy the library.. THe website doesnt actually really show you what you can do with it. The way you walked us through everything, and why you chose the sounds etc. I just love this! Please do more when you have time :-)
amazing job with this Alex! love the format and the cue!
Hey Neil, thanks so much, I feel honored! Again, thanks for the opportunity! You guys rock so much!
🤘🏼🤘🏼
Perfect way to demonstrate a product. Thanks Alex.
beautiful, thanks for this AMAZING video!
Love this format Alex! Helps new composers to understand why you made the choices you did and what kinds of sounds a 'Pro' chooses for various vibes. Kudos!
Thank you so much! 🙌
Very very cool💯🚀 btw: that‘s a awesome mission, I need a long time to solve it 🫣🤪Terrormorph mission‘s would be awesome too, or the end mission before you go to NG+🥳😎
Maybe I get there. Thanks! ☺️👍
Man, I love these kinds of videos! Always super inspiring to see a walkthrough of your compositions, would love to see more in the future
Thank you so much. Will do!
Great idea Alex! So great actually that I would probably steal it in a near future ;)
Please do it! Thank you!
Awesome!
Thank you! Cheers!
Great job alex all the best phil 👍
Thank you!!
Love this format much more than rather running through patches. Thx Alex! Keep it up!
Thank you so much!
Your presentation works great! Allowing others to see a complete creative idea with the library you used is fantastic for context! I am sure there will be others that would want to see all the patches prior to investing in a library, however, this video displays a clear representation of what the library can create. The sound and visuals of the library together with the concept of Starfield matches perfectly and brings forward the possibility for games/media similar to this.
Great work Alex!🙌🙌🙌🙌
Thank you so much!
Mega Alex! Danke für deine Eindrücke und bitte mehr von solchen dynamischen In Game Szenen mit deiner Komposition:)
Danke Dir, mach ich! :)
Saving up for it. Hope to have my hands on it by the end of the year. Gravity 2. Not Starfield. 😂
Really nice work..
Thank you! Cheers!
@@AlexPfeffer I just wish I was that good man.. 👊🏼 💥☮️🏴
Very well done. I just picked this up to play around with various small bits of music for recorded game play.. among other uses. Looking forward to hearing all the sounds it has and messing around with it. I swore off buying plugins for a bit but I heard a demo of this and man I had to have it. Fills that itch for a variety of scifi cinematic ideas!
Heavyocity never fails to amaze 😅
That was so intense! It's made me realise how tech can (and likely will) be used to dynamically personalise video game encounters in the near future... nice work!
Thank you!
This is what I am curious about. How do you "transition" from "build up" if it takes longer or shorter in to the faster intense fight bits of song, then once the fight is over smoothly transition in to a finishing "you did it" bit. Like you don't want to just stop the music and switch to the next track (though this is all in one track for video). I assume game engines have some sort of smooth merge/transition capability with various tracks so it doesnt just sound like the music cut off and give you a jarring jump to another bit of music?
@@b3owu1fthat's a good question. I wrote music to a game scene that I have recorded. So I can basically do whatever I want and I used it more as a movie or game scene. If this would happen in game it would need some area trigger. Meaning, I enter the room and the riser starts playing with the action cue following. The riser could lead faster into thea action cue as soon as some form of attack would happen. Hope that makes sense. Oh and yes, game engine would fade into a new track, layer etc or can even transition from one track to the next.
@@AlexPfeffer Perfect sense. I assumed it had to be something like that in order to be able to alternate between slow/fast music and different music depending on area/trigger/etc.
This software is so great, I already incorporate it into my compositions 😍
Hey Amy, awesome. Yes Heavyocity rocks!
Love it 😍, insight as always 🤓!
So glad! Thank you!
Awesome!!!🌟🌟💯💯
Thank you! Cheers!
So creative Alex. Makes me want to play the game now :P
Haha, thank you!
I love your videos so detailed
Thank you!
Nice job Alex!
Thank you!
Love this!!!
Thank you!
Take the sandwich...! - Take the sand... oh never mind.
🤣🤣
Seriously, excellent work Alex and always great to get context on how you approach work like this. Gravity 2 is amazing.
Haha, thanks so much!
Good stuff.
Thanks man! Glad you enjoyed it
Really cool, Alex! Did you enjoy this game?
Thank you! Still do, but besides the story/missions it gets a bit repetitive.
Nice! and I see you switched back to Cubase from Studio One? Any particular reason?
For now, let's say Cubase 13 is really looking and behaving awesome. I also never use one DAW. It was always a back and forth between S1 and Cubase :)
@@AlexPfeffer Yea I use both as well. Different workflows!