# data[].attributes.attachment_caption
This screenshot is from Cube/my vide called: Kai - Cube Testing & Analysis.

# data[].attributes.body
Even though I am composing the music for cube. I have added various sound effects, such as: wand sounds (fire ice gem player), footsteps on various terrains (metal, sand and concrete), teleport and teleporter sounds and finally ogre sounds (defeated, fireball impact, fireball in-flight, fireball launch, ogre grunt and pain).

Here is list of each set of sound effect and what I used/added to make them:

Note: all where done in layers, so the items on the list are the layers combined.

Wand:

. Fire ice gem player -

~ Sound effect 1; sound effects from Freesound and Pixabay. I added eq, compression, phat fx and fades.

~ Sound effect 2; sound effects from Freesound and Pixabay. I added eq, phat fx, delay designer, flanger and fades.

~ Sound effect 3; sound effects from Freesound, Pixabay and Apple Loops. I added eq and fades.

~ Sound effect 4; sound effects from Pixabay and Apple Loops. I added eq, bit crusher, phaser and fades.

Footsteps:

. Metal footsteps (left and right) -

~ Sound effect 1; sound effects from Pixabay. I added eq.

. Sand footsteps (left and right) -

~ Sound effect 1; sound effects from Pixabay. I added eq.

. Concrete footsteps (left and right) -

~ Sound effect 1; sound effects from Pixabay. I added eq.

. Teleport -

~ Sound effect 1; sound effects from a midi instrument (Space Pad in Logic) and Piaxbay. I added ensemble, stereo delay, sliververb (reverb), eq, tremolo, pitch shift, echo and fades.

~ Sound effect 2; sound effects from Free SFX. I added bit crusher, delay designer, eq, flanger, phat fx and fades.

~ Sound effect 3; sound effects from Freesound. I added
tremolo, eq, phat fx, delay designer, phaser and fades.

~ Sound effect 4; sound effects from Freesound. I added eq, step fx, phaser, tremolo and fades.

. Teleporter -

~ Sound effect 1; sound effects from Apple Loops. I added flanger, delay designer, gain and looping.

Ogres:

. Ogre Fireball launch -

~ Sound effect 1 (random); sound effects from Pixabay and a midi instrument (Underground Synth Pad in Logic). I added eq, chorus, phat fx, gain and fades.

~ Sound effect 2 (random); sound effects from Pixabay and a midi instrument (Screech Bass in Logic). I added eq, compression and gain.

~ Sound effect 3 (swoosh); sound effects from Pixabay. I added eq and fades.

~ Sound effect 4 (swoosh); sound effects from Pixabay. I added eq and fades.

. Ogre Fireball impact -

~ Sound effect 1 (hard); sound effects from Pixabay. I added eq and fades.

~ Sound effect 2 (softer); sound effects from Pixabay. I added eq, compression and fades.

. Ogre Fireball in-flight -

~ Sound effect 1 (lava); sound effects from Pixabay. I added fades.
~ Sound effect 2 (air); sound effects from Pixabay. I added fades.

. Ogre pain -

~ Sound effect 1 (oooo); sound effects from Pixabay. I added pitch shift.

~ Sound effect 2 (ehhhh); sound effects from Freesound. I added eq.

. Ogre  defeated -

~ Sound effect 1 (death); sound effects from Freesound. I added eq.

~ Sound effect 2 (cry); sound effects from Freesound. I added eq.

. Ogre grunt -

~ Sound effect 1 (low); sound effects from Freesound. I added pitch shift and eq.

~ Sound effect 2 (middle); sound effects from Freesound. I added pitch shift and eq.

~ Sound effect 2 (high); sound effects from Freesound. I added pitch shift.

That's my brief analysis of the sound effects that I have used in cube, now it on to the music for cube.

# data[].attributes.body
A longer process:

~ All of the music in my version of Cube's soundtrack is in D minor (using notes from the D minor scale or just the note D).

1). Explore - Gameplay - Alive; I used logic midi instruments: Chrome Cascades, Infinite Drone and Upright Studio Bass.

Chrome Cascades:

With this instrument I created rising D to G Scales. Sometimes the same scale repeats, while some do not. I picked this instrument because its sound showcases exploring very well. To my ears it quite a relaxing sound, which is what this state needs.

Furthermore to add to this instrument I used a low pass filter eq, stereo delay and sliververb (reverb). By adding these special effects, it adds to the world's/level's ambience creating an interesting listening experience for the player.

Infinite Drone:

To compliment the Chrome Cascades I used Infinite Drone. For this instrument I used sustained notes to add to the world's overall sound. (Only notes C and D where used).

Moreover the specials effect that I used for this is a parametric eq to boost some frequencies.

Sustained notes create atmosphere and shape.

Upright Studio Bass:

Finally for this piece I used an Upright Studio Bass. Upright Studio Basses are one of my favourite instruments to use because they add affective layers and help you to create the world that you need to create.

In addition to make this instrument work with the instruments I added the following: a very small parametric eq boost, some compression to change the make up and tape delay to make them stand out.

2). Combat - Gameplay - Alive; I an Apple Loops called: Deep Arpeggio Bass and Buffalo Run Beat, midi instruments called: Analog Waves and Pop Strings Smooth.

Deep Arpeggio Bass:

This Arpeggio Bass helped me to form this piece. I shaped the other elements around it. I added an eq to lower some parametric frequencies.

Buffalo Run Beat:

This Apple Loop was used to add rhythm and to help the player to fight. When I play games with fighting in I find that a beat like this help me to accomplish what I need to in the game, so that's why I chose it. It works very well with anything else in the piece.

Furthermore to add to this to element I added a parametric eq to lower some frequencies and some fades to help the pieces' elements to run of each other, for example, the sustained notes that I created for Analog Waves and Pop Strings Smooth.

Analog Waves:

With this instrument I added sustained notes that are made of different D notes and used compression to change the threshold of the sound.

Pop Strings Smooth:

With this instrument also I added sustained notes that are made of different D notes. I used the following effects: low shelving filter eq, low pass filter eq, parametric filter eq and space designer (reverb) to make go better with the other elements composed/used.

3). Explore - Story - Alive; I used an Apple Loop: Water Works Synth, midi instruments called: English Horn and Upright Studio Bass.

Water Works Synth:

This Apple Loop was selected because it's high pitched sounds it make it sound like a story, which is what it need for this part of the game's music. To add to this loop I did the following: I bounced it in place to create bip audio file, so I could add a specific function on it. This function is: reverse. I used reverse after playing the original file for 8 bars and the reverse plays for 12, then it goes back to the original for 4 bars.

Furthermore I think that this element of this piece is very effective because it showcases an element of music that I do not think that I have heard in music for games before. This leads on to my next instructing element/instrument for this part of the music.

English Horn:

This instrument playing ascending and descending scales, for example, D to G (ascending) and then A to E (descending). This works well with the other elements because its sound is very soft, but is still noticeable to be enjoyed.

Plus I think that the use of scales has helped to create dramatic and fitting music for this game.

No other things were added this instrument; I thought that it would spoil that sweet sound of English Horn. (Maybe if this was a different piece of music I could of added some delay or eq, but I like this sound as it now).

Upright Studio Bass:

This is the same as the last time I mentioned this in 1). Explore - Gameplay - Alive and was used for the same reason as before.

# data[].attributes.attachment_caption
This screenshot is from my Logic session for this section.

# data[].attributes.body
A shorter process:

1.) Boss - Combat / Explore; I used logic midi instruments: Analog Waves, Pop Strings Smooth, Pitch Black Night Arp, Wave Sequence and Vibraphone 1 - Thick Heat. Also I used Apple Loops: Deep Arpeggio Bass, Buffalo Run Beat.

Analog Waves:

For this instrument I just added some compression to lower the make up of the instrument. (Various sustained D notes).

Furthermore I added this for background and ambience.

Pop Strings Smooth:

For this instrument I just added a low and high shelving eq to boost frequencies and a parametric filter eq to reduce the mid frequencies. (Various sustained D notes).

Moreover I added this for background and ambience.

Pitch Black Night Arp:

Here I just add two parametric filter eqs to boost some frequencies. (I like this instrument because it really fits in well with the other elements). - random scales.

Wave Sequence:

For this one I stuck to the default settings of: eq, ringshifter, tape delay and compression; again random scales.

This was added to add depth and more sound.

Vibraphone 1 - Thick Heat:

This is the hit that you can hear. To do this I kept the default Phat FX and added a low shelving eq to boost some frequencies.

Deep Arpeggio Bass:

For this apple loop I added two parametric filter eqs to reduce the mids and that's it.

This Apple Loop helped to create the drive and feel of the piece to make it intense.

Buffalo Run Beat:

Lastly for this state I added a high pass filter and pitch shift (-4 semitones, -14 cents in 40% of the mix).

I did not write much for this state because it is based of 2). Combat - Gameplay - Alive, so my reasoning is the same just more intense.

2.) Player Victory; I used logic midi instruments: Black Sun and Ambient Guitar Landscape. Also I used the Apple Loop: Brass Brigade Synth Arp.

Black Sun:

Black Sun is quite a glorious midi instrument, so that's why I picked this for this state.

Furthermore because I was so happy with this instrument I stuck to its defaults settings: eq, bitchrusher, phaser, delay designer x2 and sliververb (reverb).

Plus I added fades.

3.) Player Defeated; I used logic midi instruments: Black Sun and Ambient Guitar Landscape. Also I used the Apple Loop: Brass Brigade Synth Arp.

Moreover this piece of music is the same as: 2.) Player Victory, its just transposed -36 (four octave lower).

I did this because I like 2.) Player Victory's, music so I decided to use it again for something else. (It kind of sounds like dooms day).

Note: I made  2.) Player Victory and 3.) Player Defeated 2 minutes long, really it should of been 30 seconds. But, this way it acts like a screensaver when the game is not being played again.

# data[].attributes.body
YouTube Video Link:

https://youtu.be/ACTcXEeSRmo

This video contains Wwise Testing, Gameplay and a short Analysis. (In the Game Of Choice video there is a longer Analysis - I did not want the videos to repeat too much).

# data[].attributes.attachment_caption
This a screenshot from my Wwise project/video: Kai- Resident Evil Village Soundcaster & Analysis.

# data[].attributes.headline
Game Of Choice - Resident Evil: Village Music States:

# data[].attributes.subject
Game Of Choice - Resident Evil: Village Music States:

# data[].attributes.body
~ Horizontal Transitions - Areas/Places:

Vertical Transitions: Threat Levels:

~ Area 1 - Castle Dimitrescu

explore (guest book file)

chase (Ethan is chased by one of Lady Dimitrescu's daughters)

boss combat (Lady Dimitrescu Boss Fight)

~ Area 2 - House Beneviento

explore (Examine the Mia Doll)

chase (Chase Sequence Begins)

boss combat (Donna Beneviento / Angie Boss Fight)

~ Area 3 - The Stronghold

explore (Open the gate and survive the Lycan ambush)

combat (Second Lycan ambush)

boss combat (Urias Boss Fight (Crystal Hammer Treasure))

Finding and working out states help link:

IGN (2021) Resident Evil 8 Village Wiki Guide/Walkthrough. Available at: https://www.ign.com/wikis/resident-evil-8-village/Walkthrough (Last Accessed November 2022).

# data[].attributes.attachment_caption
This screenshot is from my logic project. (Regions: 3.) Boss combat (Lady Dimitrescu Boss Fight).

# data[].attributes.headline
Game Of Choice - Resident Evil: Village Music Process 1:

# data[].attributes.subject
Game Of Choice - Resident Evil: Village Music Process 1:

# data[].attributes.body
Area 1 (Castle Dimitrescu) -

1.) Explore (guest book file); I used logic midi instruments: Pale Apparition and Infinite Drone.

Pale Apparition:

For this instrument I did not add anything. - random scales.

Infinite Drone:

For this instrument I added a parametric filter eq to boost some unwanted frequencies. - random scales and sustained notes.

This piece may seems simple, but it effective because my instrument choice, as its quite eerie and explore mode like.

Which of course is what I wanted and what this state needed. (I added panning here too).

2.) Chase (Ethan is chased by one of Lady Dimitrescu's daughters); I used logic midi instruments: Orchestral Kit, Boesendorfer Grand Piano, Industrial Design Organ, Mechanical FX - Orion, Bats - Quick Sampler, Dark Moody Waves, Basses, Violas x2 and Cellos.

Orchestral Kit:

A basic drum hit with tape delay and reverb (concert hall).

Boesendorfer Grand Piano:

Sustained notes and single notes with compression and tape delay.

Industrial Design Organ:

Single notes with a high pass filter eq and chorus.

Mechanical FX - Orion:

No effects, just some single notes.

Bats - Quick Sampler:

For this sound I added bats sounds that I found on Freesound and added it into Quick Sampler. To add to the spookiness I added tremolo to act as panning (0.30Hz and 80% Depth).

Dark Moody Waves:

Single notes with rising velocities going from 10 to 110 and then back down again.

For this instrument I added a delay with four taps.

Basses:

Single notes with rising velocities going from 10 to 110 and then back down again.

No Effects.

Violas x2:

Sustained notes.

No effects.

Cellos:

Single notes.

No effects.

As you can see most of these instruments are raw and without effects. (Next time I could added more, but not too much of course).

Despite this I fell that I captured what it could feel like being chased by someone/bats.

3.) Boss combat (Lady Dimitrescu Boss Fight); I used logic midi instruments: Viola Section Staccato, Violin Section 1 Staccato, Bass Section Trill 01, Cello Section Pizzicato, Percussion Kit, Violin Section 1 Staccato and Cellos - Section Pizzicato.

Viola Section Staccato:

A series of rising scales with a high shelving eq and a medium delay.

Violin Section 1 Staccato:

The same as above (Viola Section Staccato).

Bass Section Trill 01:

Again the same as above, but single notes are playing.

Cello Section Pizzicato:

Short single notes with a parametric eq and medium delay.

Percussion Kit:

Drum hits with dynamic hall delay.

Violin Section 1 Staccato:

Single notes and doubled notes with a high shelving filter eq and medium delay.

Cellos - Section Pizzicato:

Rising scales with a parametric eq to boost the mids.

I feel that I have made this boos fight intense because of the various strings and percussion that I have used.

# data[].attributes.attachment_caption
This screenshot is from my logic project. (Regions: 1.) Explore (Examine the Mia Doll).

# data[].attributes.headline
Game Of Choice - Resident Evil: Village Music Process 2:

# data[].attributes.subject
Game Of Choice - Resident Evil: Village Music Process 2:

# data[].attributes.body
Area 2 (House Beneviento) -

1.) Explore (Examine the Mia Doll); I used logic midi instruments: Celestial Voices x2, Violins 1, Violins 2 and Toy Piano.

Celestial Voices x2:

1st - scale and single notes.

2nd - multiple short notes and sustained notes.

No effects for both.

Violins 1:

Scales, short single notes and sustained notes.

I added a high pass filter eq here.

Violins 2:

The same as above (Violins 1).

Toy Piano:

Various notes with concert hall reverb, squash compressor with sustain pedal and spring box for tone.

As mentioned in my video: Kai - Resident Evil Village Soundcaster & Analysis Video (on the next third entry) this my favourite piece that I have created for Resident Evil Village because of all the different and unique sounds that I have created.

Furthermore because this is my favourite one I would like to create some explore music in the future, as it was fun and exciting make.

Moreover I feel that I have captured the gameplay well with this piece.

2.) Chase (Chase Sequence Begins); I used logic midi instruments: Xylophone x2, Celestial Voices x2, Celestial Organ, Violins 1, Violins 2 and Lunar Strings.

Xylophone x2:

1st - a series of hits (single notes).
2nd - a series of hits (chords).

For both I added tape delay, chorus and concert hall reverb. I did this to simulate knocking which is quite creepy and unnerving.

Celestial Voices x2:

1st - single notes.
2nd - single short notes.

No effects for both.

Celestial Organ:

Chords, no effects.

Violins 1:

Scales, short notes and sustained notes.

For this instrument I added a high pass filter eq.

Violins 2:

The same as above, (Violins 1).

Lunar Strings:

Short and sustain notes with compression to. boost the make up, Auto Filter: Slow Up n Down, Phaser: Deep Phaser and a low and high shelving filter and parametric filter (to reduce the mids).

Like the chase in Area 1 I think that I have
done a good job simulating what it would feel like to be in the game and what it would be like to be chased like this.

3.) Boss combat (Donna Beneviento / Angie Boss Fight); I used logic midi instruments: Celestial Voices x3, Violins 1, Violins 2, String Ensemble Tremolo, Bass Section Tremolo, Cello Section Tremolo x2, Ghost Piano, Steinway Grand Piano and Studio Violins 1.

Celestial Voices x3:

1st - single notes, no effects.
2nd - short single notes, no effects.
3rd - chords with different velocities, Tremolo (Rate: 1/1 and 60% Depth).

Violins 1:

Rising scales, short and sustained notes. (Panned: -22 to the left with a high pass filter eq.

Violins 2:

The same as above, (Violins 1) - apart from the panning. Are it is: +22 to the right).

String Ensemble Tremolo:

Short notes with a high shelving filter eq and medium delay.

Bass Section Tremolo:

The same as above, (String Ensemble Tremolo).

Cello Section Tremolo x2:

1st - The same as above, (String Ensemble Tremolo).
2nd - Sustain note with a high shelving filter eq and medium delay.

These last three music element play at the time:

Ghost Piano:

Short notes, middle octave.

Default effects.

-20 to the left panning.

Steinway Grand Piano:

Short notes, low octave.

Default effects.

Studio Violins 1:

Short notes, high octave.

Default effects.

I did this to have a contrast of the different octave to make it impact the player.

Furthermore this Area was my favourite area to compose for because of my favourite track: explore and because I feel that I have created an experience for the player; making them feel different emotions, for example, ease and fear.

# data[].attributes.attachment_caption
This screenshot is from my logic project. 2.) Combat (Second Lycan ambush)) with outside setting.

# data[].attributes.headline
Game Of Choice - Resident Evil: Village Music Process 3:

# data[].attributes.subject
Game Of Choice - Resident Evil: Village Music Process 3:

# data[].attributes.body
Quick Note:

For the some areas/states I changed the instruments settings (details not enclosed)...

Area 3 (The Stronghold) -

1.) Explore (Open the gate and survive the Lycan ambush); I used logic midi instruments: Warm Rain and Pale Apparition.

Warm Rain:

Short chorded notes (varys).

Furthermore I added a high pass filter eq.

Pale Apparition:

Short and sustain notes, no effects.

This track sounds like it has tremolo, but it does not. (This is good thing because it helps to create an atmospheric experience).

Plus it fits that outside setting very well.

2.) Combat (Second Lycan ambush)); I used logic midi instruments: Upright Studio Bass, Cello Section Trill 01, Timpani Tremolo, Boesendorfer Grand Piano, Nylon Synth Piano, Boesendorfer Grand Piano - 2, Extra: reversed.bip - audio file.

Upright Studio Bass:

Short notes, default settings.

Cello Section Trill 01:

Short notes, default settings.

Timpani Tremolo:

Sustained and single notes with recording room delay.

Boesendorfer Grand Piano:

Short notes, default settings.

Nylon Synth Piano:

Short notes, default settings.

Boesendorfer Grand Piano - 2:

Chorded notes (rising scales), default settings.

Extra: reversed.bip - audio file:

Once I composed the above I bounced in place every region for this piece, which then converted into audio.

Then I reversed it and placed it after four bars and it plays with the original.

I was just curious to see if it would work and it did so I kept it.

Furthermore I think that everything here goes well with each other helping to create the feel of being in a combat.

3.) Boss combat (Urias Boss Fight (Crystal Hammer Treasure)); I used logic midi instruments: Xtra Viola Sect Tremolo, Bass Section Tremolo, Xtra Timpani Hit, Xtra Bass Section Legato, Steinway Grand Piano, Xtra Timpani Tremolo and Violins 1.

Xtra Viola Sect Tremolo:

Rising scales - C2 start, no effects.

Bass Section Tremolo:

Rising scales - C1 start, with a parametric eq and medium delay.

Xtra Timpani Hit:

Single short hits, with a low shelving filter eq and ice plater delay.

(These hit could of been higher in the mix).

Xtra Bass Section Legato:

Rising scales - C0 start, no effects.

Steinway Grand Piano:

Chorded notes (rising scales), default settings.

Xtra Timpani Tremolo:

Short random notes, with no effects (D0 start).

Violins 1:

Short random notes, with no effects (D1 start).

I feel that this final state's mix could been better. I like the musical ideas, but some of the sounds are 'buried'.

Despite, this overall I can be happy with what I have done and learn some my mistakes.

# data[].attributes.attachment_caption
Kai - Resident Evil Village Music Video.

# data[].attributes.headline
Game Of Choice - Resident Evil Village Music:

# data[].attributes.subject
Game Of Choice - Resident Evil Village Music:

# data[].attributes.body
YouTube Video Link:

https://www.youtube.com/watch?v=9tI31y2zxow

I edited together the three videos below to help me to compose the music this game also:

1.) IGN Guides (2021) Resident Evil Village Gameplay Walkthrough Part 3 – Castle Dimitrescu | All Collectibles Available at: https://www.youtube.com/watch?v=Bia88IMEV3E&list=FL99KllNU12HuhKXqb8jo9NQ&index=4 (Last accessed: November 2022).

2.) IGN Guides (2021) Resident Evil Village Gameplay Walkthrough Part 5 – House Beneviento | No Commentary Available at: https://www.youtube.com/watch?v=91jx7Oj1oxo&list=FL99KllNU12HuhKXqb8jo9NQ&index=3 (Last accessed: November 2022).

3.) IGN Guides (2021) Resident Evil Village Gameplay Walkthrough Part 9 – The Stronghold | No Commentary Available at: https://www.youtube.com/watch?v=aT6928Sz3MY&list=FL99KllNU12HuhKXqb8jo9NQ&index=2 (Last accessed: November 2022).

Other Resources that I used for research -

About Transitions:

Elevatori Magazine (2017) Verticality In Videogames. Available at: https://www.elevatorimagazine.com/en/la-verticalita-nei-videogiochi/ (Last Accessed November 2022).

For The Gameplay:

IGN (2021) Resident Evil 8 Village Wiki Guide/Walkthrough. Available at: https://www.ign.com/wikis/resident-evil-8-village/Walkthrough (Last Accessed November 2022).

Bosses Guide:

https://www.pcgamesn.com/resident-evil-village/bosses-guide-list (Last Accessed December 2022).

# data[].attributes.attachment_caption
Kai - Resident Evil Village Soundcaster & Analysis Video.

# data[].attributes.headline
Game Of Choice - Resident Evil Village Soundcaster & Analysis:

# data[].attributes.subject
Game Of Choice - Resident Evil Village Soundcaster & Analysis:

# data[].attributes.body
This video contains Wwise Soundcasting, Gameplay and an Analysis.

# data[].attributes.attachment_link.title
Kai - Resident Evil Village Soundcaster & Analysis

# data[].attributes.attachment_caption
This screenshot is from the end my Resident Evil Village Logic Project.

# data[].attributes.body
Overall I think that I have done well with both games and I have certainly have learnt more skills, for example, using Wwise and composing more intense music for games and even for films.

I am glad that I chose Resident Evil Village to compose for because if I chose another game, like a sci-fi game that would of not been a challenge for me.

Furthermore by choosing this game I was able to explore more then I could of imagined.

I am very proud and happy with my explore tracks, as they fit the gameplay well.

My chase and combat tracks make you feel like you are being chased or attacked.

Lastly, my boss combat fights are intense and scary, which what I wanted and what the game needs.

Additionally to improve I need to be more brave when it comes to composing music for games and try more new things, for example, different plugins and music composing techniques.

This project has been challenging at times, but I have enjoyed the challenge and will continue to work on this skills because they will come in handy one day.

I hope that what I have created it impactful and full of emotions.

Thank you for listening to my work.

# data[].attributes.attachment_caption
This screenshot shows some sounds that I have downloaded for cube.

# data[].attributes.body
- Not referenced in text because I do not remember what I got from where.

Apple. (no date) Apple Loops. Available at: https://support.apple.com/en-gb/guide/logicpro/lgcp734a05f6/mac (Last accessed: December 2022).

Free Sound. (no date) Free Sound. Available at: https://freesound.org/ (Last accessed: November 2022).

Pixabay. (no date) Pixabay Sound Effects. Available at: https://pixabay.com/sound-effects/ (Last accessed: November 2022).

# data[].attributes.attachment_caption
This is a screenshot of my SFX folder now, helpfully it is okay now.

# data[].attributes.body
Notes: my cube Wwise project SFX folder deleted last minute last night.

I think that I have managed to get it back.

Lastly, because of this some of the looping maybe off.