I think I may just have to come to terms with the fact that I am notoriously terrible at communication and outreach. I will still constantly apologize but it's something I'm that always seems to fall to the wayside when I get inundated with new projects.
Which is exactly what I have been up to recently!
In addition to my paneling work, I've been busy helping out with the creation of the game Binary Shred. More about the game itself can be found here and I encourage everyone to check it out!
I'm really excited to be part of this project as writing music for a game has been one of my life goals for quite a while now. Thus far it has absolutely been everything I could have dreamed of. The soundtrack has allowed me to experiment with techno/8bit/classical fusion sounds in a way I haven't done before. I always work better when I have time pressure on me as well so having someone else remind me I have a deadline to meet (even in the nicest way possible) is critical for me to be efficient. This efficiency has helped combat some of my natural negativity and depression as well. Win win!
The overall effect I'm going for is somewhere along the lines of if the Megaman Soundtrack had a baby with the Mass Effect 1 soundtrack and produced a child who liked Lisa Gerard's work in Gladiator. Which seems like an odd mix at times but that was sort of the point for me. While a soundtrack at its base still has to be good, what separates a good soundtrack from an okay one is realizing how to mesh your style as a composer with the style and aesthetic of the game. While my natural inclination is towards dark and classically driven work, in a game about generally adorable robots I have to make sure the music feels like it is informing the audience of something. I don't want my soundtrack to just be background noise. I want it to inform the audience and clue them into emotions they may not realize they need to be feeling.
...which sounds a little pretensions when I type it like that but I always tell my students to aim high. I can't expect anything less of myself in my own work.
As of right now, I'm holding off on releasing samples until the game is closer to being finished but I hope my descriptions have peaked your interest at least a bit!