Plan for Paul Taylor
07/09/2005 (3:45 pm) by Paul "nervous_testpilot" Taylor

This E.P. is great for me as a musician because it allows me to fissure the music off from being a part of a larger whole and look at it as a specific achievement for myself. Working on a game is about contributing hard work in your particular area in a way which meshes effectively with the design as a whole, and seeing your failures and successes as those of the whole team. But being able to release something for myself, which has a knock-on effect of good publicity for everyone, is a major morale-booster.
There's more music in the game than there is on the E.P., but we thought we'd put together a package of it that listens well in its own right, rather than giving the whole thing away at this stage.
Here' an MP3 so you can hear exactly what I'm wittering on about. It's available for pre-order here.
We're entering the closing act of Determinance now, but there's obviously still a huge amount left to do. Ian and I are having three "sound days" at the start of next week should knock the sound design on the head. After that, I have the GUI music to complete and finally one or two more level tracks, as well as playing the soundtrack at a festival on July 24th! It's going to be an exciting and tough period, but if everything goes to plan it should be one of the most productive yet.
About the author
I've released two records commercially: [url=http://www.datacapture.org.uk/]one[/url] on Data Capture of Manchester, and recently [url=http://www.nervoustestpilot.co.uk/2005/07/brand-new-mp3-and-pre-order.html]another[/url] on Freedom Road of Oxford. The second came directly out of the [url=http://www.garagegames.com/index.php?sec=mg&mod=marketplace&page=result.project&qdn=^7715]Determinance[/url] project. I've been producing music for a number of years as well as doing sound design for theatre and radio productions. I believe that music should, at the very least, be memorable, impactful and emotive. It should, in 99% of cases, have a strong melody that you can whistle. If you can't whistle it, you're pretty much guaranteed to forget it ten minutes after hearing it, and good art should be hard to forget. As time has gone on, I've been lucky enough to have been involved with several design and gameplay-oriented aspects of Determinance. view profile »

Torque Owner Brian Jones
That's really cool. It's nice to see someone working passionately at the 3rd aspect of a game people never think of, which is Sound and Music. Keep up the good work.