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Weekly Shiryo Update from The Shiryo Team #30

Today’s Sunday update is centred around Shiryo’s in-game music, presented by our Lead Sound Designer.

We cover some of the tracks and also provide insight into the importance of ‘motifs’ in media, we think you’ll enjoy it!

Each day we get closer to Alpha we have more to show! As such, we’re varying our updates with different game development team members.

This post is fairly ‘bite-sized’, next week we’ll have more in-depth content for the community with our ‘technical’ updates from Lead Game Developer Rick and other members of the game development team.

Hey there Wolfpack!

If you’ve downloaded the files from our announcement post, these are 3 of the tracks I’ve been working on.

(The music for this update can be found here https://t.me/Shriyoinuann/827 )

The track labelled ‘Motif Demo Track’ was designed to demonstrate the motif, going through cord progressions and melody.

As part of my creative process, this track serves its purpose as a thematic base to pull aspects of the motif out for sounds across other areas of the game.

It allows me to be sure that the game will all use the same ‘keys’ and no other sounds will…sound ‘out of place’.

This makes it infinitely easier to make sure that the game maintains the same ‘vibes’ throughout each area, whether you’re in a match or scrolling through the UI.

The Importance of a motif in media.

It’s a pretty standard procedure for making music whether in games, movies, animes etc to have a base track that has slight variations throughout.

It’s easy for this detail to go ‘over people’s heads’, but it’s one of those fine details that even if you’re not conscious of it…it registers in the background.

Once you get a particular theme, you can use it to enhance different settings to capture desired feelings for the audience.

A classic example of something like this could be highlighted in many people’s favorite show, ‘Dragon Ball Z’ and its predecessor ‘Dragon Ball’. When looking at the original versions of the series, we can look at the progressions of Piccolo as a character and his motif.

The following youtube link shows the same motif with 15 different takes on it.

When the original ‘Demon King Picollo’ appears on the scene, the music has a clearly menacing tone, as demonstrated in the first track.

If you skip to 5 minutes in, this is the same theme but it has more ‘life’ to it, which fits in line as this is the point in the series where his wish is granted to regain youth.

7 minutes in is a softer version, showcasing his better nature side slowly coming out as he bonds with Gohan. As you skip through, you’ll see the music continues to become more ‘heroic’ as the character himself progresses more heroically throughout the series.

Tracks don’t all have to be as similar as this example demonstrates, after all these are for one character’s theme, but it’s just some insight as to the importance of having a base to draw inspiration from.

Further tracks

Now in terms of my own inspiration and creative process for Shiryo, thankfully the game with its deep lore, the card designs, all speaks for itself. We have a dark, mythical, illusive world in Shiryo, so I’m doing my best to capture that kind of atmosphere across the whole game.

When we look at the following 2 tracks, they are showcases of how the demo track is used functionally to create further tracks.

Looking at the track titled ‘Atmos menu collection tab 16bit’, this one would be played in the menu when a user clicks ‘collections’.

Depending on which tab the user selects, each tab will have a slightly different atmosphere or ‘vibe’ but will keep in theme. These little tiny variations of detail are some of those easy things that can go unnoticed but really help to flesh out the quality of a product.

Then there’s also the soundtrack titled ‘Rhythmic attmos menu play tab’ which will be on the ‘play’ button.

(On a side note, I apologize some track names here are a bit rough haha, I’m a ‘creative’ what can I say, I’ll name future tracks more suitably for announcements)

None of the music here is currently ‘mastered’ or ‘mixed’, that’ll be forwarded to a separate sound engineer once the team is happy with how the tracks are shaping up.

So any sounds you hear now — will only be enhanced further for a higher quality sound in the game itself.

For clarity, the main ‘demo track’ will in itself not be utilized in the main game. We may end up using it for trailers at some point given that it thematically fits, but I’d like to stress the point, it’s not going to be in the game, merely aspects of it with melody and structures are extracted and sprinkled throughout the game.

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