Dicey Dungeon’s soundtrack was inspired by Earthbound and disco house
As a seasoned gamer and music enthusiast, I can wholeheartedly say that Chipzel’s work on Dicey Dungeons has left an indelible mark on my gaming and musical experiences. The soundtrack’s rhythmic intensity elevated every match, pushing me to the brink of my gaming abilities in 2020. Even after moving on to other titles, Chipzel’s upbeat and funky tracks remain a staple in my playlists, particularly when deadlines loom.
The soundtrack of the game “Dicey Dungeons” adds tension while playing, particularly in 2020 when I played it the most. Its catchy beats made each match feel more intense. Though I’ve switched to other games now, I still listen to its lively and funky tunes frequently, especially when under deadline. For our TopMob FM theme week focusing on music in games, I felt that we should interview its composer Chipzel for this Q&A series.
[This interview was conducted via email and edited for format and clarity.]
Question: Did a specific game soundtrack or melody motivate your passion for composing video game music? Could you describe the atmosphere it created for you, and explain why it had such an impact on you?
Chipzel’s approach to game music was somewhat unique. At the age of 16, she dived into the chiptune world and started composing music on a Nintendo Game Boy itself. She shared her creations online, all of which were self-made using LSDJ, a software similar to Digital Audio Workstation (DAW) but designed for the Game Boy, allowing her to craft every sound using the Game Boy’s soundchip.
As someone who has traveled extensively and played shows across various continents, I can attest to the transformative power of such experiences. In my case, these adventures led me down an unexpected path: video game development. It all started in 2012 when Terry Cavanagh commissioned me for the creation of Super Hexagon, a project that went on to achieve immense success. This unexpected turn of events catapulted me into a career in the dynamic and captivating world of video games, and I am eternally grateful for the opportunities that have come my way as a result.
Although video games evoke many cherished memories from my childhood, they didn’t play a significant role in shaping my musical journey or the style I would eventually adopt. Instead, it was the retro 8-bit sound that strongly appealed to me initially. What truly captivated me was the DIY punk ethos embodied by chiptune music as a whole.
Could you share some insights about the composition of one of your songs and its sources of inspiration? Is it perhaps influenced by video game soundtracks, other musical pieces, or something completely different?
https://open.spotify.com/watch?v=track/6cT2EfDtHeBkZR7e4cCSY5
“Without a doubt, ‘Dicey Dungeons’ is my top choice for a game soundtrack I’ve ever made. Among all the tracks, ‘Swing Me Another Six’ is my personal favorite. As a tiny team, we managed to produce something we’re incredibly proud of in just a year’s time during development.”
Originally, my concept for this soundtrack blended the vibes of Earthbound and Undertale with funk, disco, jazz, and French house. Once our team got together, we promptly dove into Early Access development, which was a fast-paced whirlwind. This high-energy environment ultimately shaped the final form that the soundtrack took.
Previously, I was incorporating music into our game, which primarily focused on its killer mechanics and engaging gameplay (and exciting MIDI tunes). However, the existing elements seemed to convey an overpowering sense of “luck of the draw.” My aim was for the soundtrack to evoke the thrill of a major casino victory. The atmosphere was competitive, yet the players were actually competing only against themselves – a common element in Terry Cavanagh’s creations.
I too found the tale of “Alice in Wonderland” deeply inspiring for this dungeon crawler game, as it often felt like a surreal, disoriented journey where control seemed elusive. Initially, the game appeared hostile and chaotic, leaving me feeling powerless. I advocated for an early setting based on that theme, and we embarked on that path. It wasn’t until recently that the game’s development started to align with my vision and what it has ultimately become!
Could you tell us about the primary tools employed to create the soundtrack for the game we’ve spotlighted earlier? What factors influenced your selection of these specific instruments?
In the initial stages, I composed many tracks using LSDJ (Game Boy software) and as development advanced, Marlowe’s addition of vibrant visual assets and an array of captivating characters sparked my creativity to breathe life into this soundtrack. The concept of a live band performing improv on our game show stage, eagerly awaiting their moment in the spotlight, inspired me. It reminded me of the infectious energy from videos like Too Many Zooz, busking in the New York subway. I yearned to capture that same vibe, but with a twist – incorporating the unique sound of a Game Boy.
A significant portion of this was created by dissecting numerous brass instruments like trumpets, saxophones, horns, etc., and I aimed to incorporate some groovy basslines. I also included disco snippets and orchestral accents. I navigated the entire process using a mix of samples, lush Korg M1 presets, peculiar glitch sounds captured on synths and modular equipment, not forgetting the trusty Game Boy for good measure.
Is there anything else I should know about your approach to composing video game music?
Each endeavor feels akin to embarking on a fresh journey, igniting within me the same initial enthusiasm and curiosity that sparked my passion for composing music. In an attempt to keep my work authentic and vibrant, I strive to resist the encroachment of predictability and maintain a personal touch. The realm of video games, with its art, soundtracks, and narratives, embodies the essence and spirit that make it uniquely human and dynamic. If we’re not careful, it can slip into rigid patterns and lose sight of its core humanity.
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2024-08-09 21:49