Maple Blitz X

Dynamedion carried out the orchestra recordings and arranged the orchestral video shoot in the beautiful city of Prague for Nexon’s „Maple Blitz X – The Story Of The Wind“.

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NEXON has released Maple Blitz X – a strategy card game based on the world of the popular MMORPG “MapleStory” with live orchestra recordings and organization of the orchestral video shoot by Dynamedion.

The music video of the recently released title song “The Story of the Wind” is a video showing the beautiful landscape and orchestra of the Czech Republic in Prague. Enjoy watching the video!

You are also interested in live orchestra recordings? Check out our services and tell us more about your project!

 

New Release | Turbine

Our friends over at BOOM Library released their first sound design plug-in TURBINE.

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Over the last 4 years of intense research and development BOOM Library shaped a breakthrough software tool that revolutionizes the way of sound design.

TURBINE is a sound design plug-in that gives you access to a wide range of authentic virtual engines based on their real-world counterparts. You can change and automate all parameters in real-time, giving you full control over the final result.

Over 50 presets give you the power to manufacture entirely new sounds, such as whooshes, pressure releases, robotics, sirens, musical FX, sci-fi elements, futuristic engines, home appliances, electric tools, flame bursts and more.

Go far beyond engine sounds and use TURBINE for: WHOOSHES / PRESSURE RELEASES / ROBOTICS / SIRENS / MUSICAL FX / SCI-FI ELEMENTS / FUTURISTIC ENGINES / HOME APPLIANCES / ELECTRIC TOOLS / FLAME BURSTS and more

Enjoy watching the trailer!

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DISCOUNT

Make sure to order TURBINE until January 16th to benefit from the discount!

*Please note: Turbine requires iLok 2 or 3

 

PLAYERUNKNOWN’S BATTLEGROUNDS

Get some insights in our vehicle sound recording work for “PLAYERUNKNOWN’S BATTLEGROUNDS”.

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PUBG Corporation released the brand new last-man-standing battle game “PLAYERUNKNOWN’S BATTLEGROUNDS” with vehicle sourcing, recording, editing, mixing & mastering by Dynamedion.

For the past months, “PLAYERUNKNOWN’S BATTLEGROUNDS” has taken Steam by storm and has already sold over 2.8 million copies on Steam. The principle is simple: Up to 100 players parachute out of an airplane onto an island where they must immediately arm themselves with any weapons they can scavenge from its abandoned towns, factories and military bases. The aim of the game is simply to survive, which is exactly what makes it so appealing.

We’re delighted to be part of this highly successful online survival game. Read on as our sound designer and project manager Patrice Börding reveals some insights:

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WHAT WAS THE EXACT TASK AND AIM OF THIS PROJECT?

“Our task was to find the vehicles (sourcing), record them (recording) and create the final sounds (post production incl. mixing & mastering). Our aim: to create as realistic and detailed sounds of the original vehicles as possible.”

 

HOW DID YOU APPROACH THE MATTER?

“First of all, I tried to gather as much information as possible about the vehicles I was looking for and watch videos on the internet. This makes sourcing easier (especially in forums) and I get to know how the vehicles should sound. Then I reserved the dates for the acoustically optimized testing site and started looking for the vehicles. I first asked in our own network and then searched for vehicle owners on the internet, in forums and so on.”

 

WHICH CHALLENGES HAD TO BE MASTERED?

“The most difficult thing is always to get all the vehicles together in the same place at the same time. So in this case to get 7 vehicles organized on two consecutive days in a suitable order.”

 

HOW DID THE RECORDINGS GO?

“The recordings went well, except for one small mishap. With the Renault R12, fluid suddenly leaked out and we had to interrupt the recording. Fortunately, only the lid of the cooling water had risen. Otherwise, everything went without a hitch.”

 

WHAT WAS SO SPECIAL ABOUT THIS PROJECT?

“Some of the vehicles requested for this project were very special. For example the van, the UAZ and the Dacia have an older year of construction and are therefore not driven as much and are more difficult to find. The military truck and the buggy are also not everyday vehicles. But working with these vehicles was very relaxed. One of the reasons for this was the fact that they had virtually no electronics installed and therefore there were no problems with the roller (dyno) on the test bench. For example, more modern vehicles notice directly that they do not drive on normal roads, so that warning signals sound or even make the vehicle stop. The older models don’t really care in that regard.”

 

ARE YOU SATISFIED WITH THE RESULT?

“Yes, very much so. It is always exciting how the recorded vehicle sounds will sound in the game. REV from Crankcase Audio is an incredibly good tool for integrating engine sounds into games. However, the result of granular synthesis depends on the audio material and therefore the synthesis works better for some vehicles and worse for others. Fortunately, this time there were no problems and all vehicles sound great.”

 

ARE THERE ANY FUN FACTS TO REPORT? 🙂

The van was anything but in its original condition (i.e. old and slow). The car was extremely tuned and had a brute sound with a lot of backfire from the exhaust. The UAZ 469 still had the original tires on it, which were about 39 years old. We’ve been a little worried about that, but apparently these things are indestructible.”

 


Patrice Börding

Just check out the vehicle sound recording video and see Patrice Börding, Benjamin Drumeaux and Florian Weichelt at work:

You also need some sound recordings for your next project?
Take a look at our different services:

Zoo Tycoon: Ultimate Animal Collection

Zoo Tycoon: Ultimate Animal Collection with Ingame sound design, music composition and live instrument recordings by Dynamedion.

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Microsoft has released the business simulation video game Zoo Tycoon: Ultimate Animal Collection – a brand new game in the Zoo Tycoon series with Ingame sound design, music composition and live instrument recordings by Dynamedion. Let your imagination run wild, build your ultimate zoo and enjoy improved graphics as well as new animals such as kangaroos, koalas, and mountain lions.
Zoo Tycoon: Ultimate Animal Collection was launched for Xbox One and PC on October 31st, 2017.

Enjoy watching the trailer!

You are also interested in sound design, music composition or live orchestra recordings? Check out our services and tell us more about your project!

 

Dynamedion & BOOM Library in German television show

Our team members Pierre Langer and Axel Rohrbach enjoyed being part of the German television show “Landesschau Rheinland-Pfalz” .

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Dynamedion’s co-founder Pierre Langer and lead sound designer and BOOM Library’s creative director Axel Rohrbach were guests in the German television show “Landesschau Rheinland-Pfalz” (SWR Fernsehen). They talked about their daily work as a sound designer and showed us some examples how to develop a new sound effect.

Enjoy watching! (Language: German)


You are also interested in sound design? Check out our services and tell us more about your project!

 

Total War: Warhammer II

Total War: Warhammer II with live orchestra recordings and music composition by Dynamedion.

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Our team had the pleasure to invest its creativity into the new AAA title game Total War: WARHAMMER II developed by Creative Assembly and published by SEGA.

The AAA video game Total War: WARHAMMER II is one of the best-known games currently on the market. It’s a breathtaking experience of exploration, expansion and conquest across the New World. The second in a trilogy and sequel to the award-winning Total War: WARHAMMER, Total War: WARHAMMER II delivers a new narrative campaign, set across the vast continents of Lustria, Ulthuan, Naggaroth and the Southlands.

We had the great honor to be part of the ultimate world of WARHAMMER fantasy battles and did music composition and live orchestra recordings with the Scoring Orchestra, in Budapest. Our lead composer and creative director Tilman Sillescu, as  part of the team of composers (Production Assistants: Armin Haas & Matthias Wolf) reveals some insights:

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“Needless to say, getting to compose parts for „Total War: Warhammer II“ once again after the first one thrilled me immensely. With the new factions in the game it was a neat challenge to provide new and fresh tonal colors for the sequel together with the other composers. The massive epicness of this terrific game alone was inspiration enough to give everything to achieve a captivating and lively soundtrack. The recordings with the Budapest Scoring Orchestra as well as the studio choir (the ensemble was extra put together for the recordings) were a blast and the great performance of the musicians further gave the music extra beef and breathed life into it. 🙂 A fantastic project!”

Tilman Sillescu

Enjoy watching the video and take a look at the New World!

We are always thankful for great collaborations like this and eagerly looking forward to new and exciting projects. Show us your world and we will fill it with our music philosophy. We give you a hand and support your project with music composition, live recording, sound design or audio direction. Just check out our services and tell us more about your next project:

Alliance x Empire

Alliance x Empire with live orchestra recordings by Dynamedion.

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South Korean developer and publisher NEXON released their new mobile action MMORPG Alliance x Empire (AxE) with live orchestra recordings by Dynamedion.

Alliance x Empire centers on the large-scale battles between two regions and features a grand, full 3D world with beautiful graphics where players can hunt, grow and battle against each other. AxE was launched for Android & iOS devices in South Korea on September 14th, 2017.

Organizing an outdoor concert in the city center of Prague with the FilmHarmonic Orchestra and NEXON was one of the most exciting projects we worked on. Why? Read on as our live recording manager Marcell Kelemen reveals some insights:

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WHAT WAS THE INTENTION BEHIND THE PROJECT?

“NEXON’s intention was to offer their fans something extraordinary and to provide them as well as the people on site something to anticipate the upcoming game and soundtrack. I think they suceeded very well :-)”

 

HOW WAS THE COLLABORATION WITH NEXON?

“Very good! After all, we have been working together with NEXON for some time now.”

 

WERE THERE ANY CHALLENGES TO MASTER?

“Finding and evaluating the perfect location beforehand was not easy. We worked together with a film production team on site in Prague that helped us to find the right location and organizing the video shooting.

 

As the shoot was planed to be open air without a roof we had to factor in a second scenario in case it would be raining. Of course it was awesome that we had such  good weather and were able to execute plan A.

 

Then, until the end, one huge question remained: exactly on the spot where we wanted to shoot, a piece of art was to be put up shortly before. So we had to get information on what kind of artwork it would be in order to plan better.

 

Unfortunately, the responsible municipal authorities couldn’t tell us anything about the sculpture. It was installed just one the day before our video shooting – and only then we could make a detailed plan how to  exactly do the shoot. When we saw the artwork we were really relieved: In my opinion the sculpture even enriched our setting! We also had to get the permissions to film for other locations you can see in the trailer video. We had to make a lot of phone calls beforehand with the local authorities :-)”

 

HOW DO YOU LIKE THE MUSIC? WHAT IS SPECIAL ABOUT IT?

“The music is really beautifully written and arranged in a fantastic colorful way. The battle tracks are massive and epic soaking you right into the right atmosphere. NEXON has a really great audio team!”

 

HOW DID THE PEOPLE REACT TO THE LIVE OUTDOOR CONCERT?

“The outdoor concert was really well received: Several people asked us beforehand when the concert would begin and came back to the square to see the musicians. Very many people filmed the concert with their smartphones and you could see people dancing in the background. After a short time somebody created an Instagram hashtag and probably that’s why even more people came to see the live performance later on.”

 

WHAT WORKED ESPECIALLY WELL?

“In the end everything worked out great: As I said we were especially happy about the good weather especially because rain was predicted for the day beforehand. Good to know that the weather forecasts are that imprecise even nowadays – so there is always hope ;-)”

 

ARE THERE ANY ANECDOTES OR FUN FACTS TO REPORT?

“A woman asked me beforehand when the concert for the dedication of the stature would take place as the stature was installed on the same day before our concert. She thought these two events were connected. This was kind of funny as it seemed to make complete sense, but in reality we had nothing to do with the statue.”

 

ARE YOU SATISFIED WITH THE RESULT?

“I think the results are beautiful. The NEXON video team did a really great job. When I see those musicians in the trailer video sitting there looking cool with their suits and sunglasses and at the same time playing epic battle music, to me it looks like an orchestra constituted of secret service agents – an orchestra full of “James Bonds”.


Marcell Kelemen

Enjoy watching the video – shot in 4K resolution!

You are also interested in live orchestra recordings? Check out our services and tell us more about your project!

COMPOSER INTERVIEW WITH ALEX RÖDER

We close our interview round with our lead composer Alex Röder. We had the opportunity to ask him our questions and learned more about his methods of his daily composer business.

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To find the right beginning when you are sitting in front of a white sheet of paper is one of the biggest challenges of a composer’s work. If you find the right idea you have to keep your creativity running. Nowadays sample libraries can enrich composer’s life as they are a useful tool to create beautiful soundtracks. If you finish your track you are nearly at the end of your musical journey and you nearly attain the end you have in view. For many composers the whole trick is to convince their clients. What methods, tips and experiences Alex has to share with he tells us in this interview.

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Alex Röder

(Anno Series, Angry Birds Toons, Hitman)

“Suddenly without any unrealistic expectations I start to play and think: ‘Hey that sounds not bad’.”

 

  TO BE CREATIVE ON POINT IS NOT ALWAYS EASY. EVERYBODY KNOWS THE SITUATION WHEN YOU ARE SITTING IN FRONT OF A WHITE SHEET OF PAPER TRYING TO FIND THE RIGHT BEGINNING AND THE RIGHT IDEA. HAVE YOU EVER EXPERIENCED YOURSELF IN SUCH A SITUATION AND HOW DO YOU MANAGE TO FIND THE BEGINNING?

(Laughing) “Do I find myself in such a situation? Nearly every day. Then I sometimes go out and have a walk or I let myself be inspired by similar music, as is demanded for the project.”

 

IF YOU GOT THE CHANCE TO GIVE YOUR 15 YEARS YOUNGER SELF AN ADVICE – WHAT WOULD YOU SAY?

“I would myself not to buy specific sample libraries which I now know were bad investements. The saved money I could then invest in libraries for which currently the money is missing. It would be interesting to know what I would say to my 30 years younger me. “Learn to play guitar and not keyboard” for example.” (Laughs)

 

HOW DO YOU MANAGE TO FIND THE RIGHT WORKFLOW? DO YOU HAVE ANY RITUALS OR METHODS THAT HELP YOU TO GET INTO THE SPIRIT OF A THEME?

“As I already mentioned I like to hear music of the same genre to get into the right mood. Sometimes I rummage in some loops and phrases to extend my personal musical vocabulary and with a bit of luck you can find the dazzling idea that you can elaborate on. What happens in another musician’s head doesn’t happen in my head. With the help of the loops I bring a session musician into my studio and he will add some new facets to my composition.”

 

HOW CAN SAMPLE LIBRARIES SUPPORT YOU IN YOUR DAILY WORK? SURE, THEY ARE HELPFUL FOR TIME CRITICAL PROJECTS, BUT ARE THERE ANY OTHER BENEFITS?

“Well, first of all they are the only way to play instruments that I can’t play or aren’t available. So about 99% of the world’s instruments. Sample libraries are the foundation of my work.

Beyond the pure sample libraries with which I can play every melody there are loops and phrases that are fully recorded. This has the advantage that it sounds more realistic as there is so much happening between the notes that the pure sample libraries can’t reproduce.

The finished loops can compensate your own deficits. For example I am not super creative writing percussion notes. The loop libraries come in useful to me.”

 

HOW DO YOU RATE THE QUALITY OF SAMPLE LIBRARIES IN COMPARISON TO LIVE RECORDINGS?

“Depending on the quality of the musicians and the recording – the sound is fantastic and can be close to real musicians. Of course the most important factor is missing. It’s the interaction between the individual musicians and the reaction to my music. In the end the libraries are all crutches and with which you can get much further than without.”

 

WHAT DOES YOUR FIRST CONTACT WITH A NEW LIBRARY LOOK LIKE? WHAT IS IMPORTANT TO YOU AND WHAT IS NECESSARY FOR YOU WHILE TESTING THE NEW PRODUCT?

“For me it is very important that a spark emanates. First I don’t read the manual. The library has to be self-explanatory. Just as I press one or even more keys and start to play, something should happen in me that draws me into its spell. In the best case you can feel a certain satisfaction and happiness while working with the library. Unfortunately I often make the mistake to expect too much or to expect the wrong thing. Many times I throw the library into the corner (figuratively speaking) after the first test, because I am disappointed and expected more after listening to the demos. Anytime later I need something specific I unpack the library again. Suddenly without any unrealistic expectations I start to play and think: ‘Hey that doesn’t sound too bad’. And then the library finds the way into my compositions.”

 

HOW DO YOU JUDGE YOUR OWN COMPOSITION? WHICH FACTORS PLAY A ROLE?

“First of all I have to like what I hear. If no joy arises in me, no joy will arise by the audience. My track should fulfill a certain compositional quality and the sound should be great. In the best case everything sounds homogenous, the progression of the composition is coherent and nothing interrupts your flow while listening. The listener wants to listen to the track until the end.”

 

IS IT POSSIBLE THAT YOU RECOGNIZE THAT YOU FOLLOW THE WRONG DIRECTION WHILE COMPOSING? HOW DO YOU REACT?

“Never! (Laughs) Okay, all joking aside: This happens almost every time in the beginning. I am a person, who throws over everything out and starts with a new idea. Maybe sometimes too early as it could be a good composition in the continuing progression. Sometimes it also happens that I return to my first idea after many detours and many new starts. The only important thing is that my own composition thrills me and at no time I lose the passion and the belief in my track. And if so, it isn’t the right thing. Then I have to necessarily clench my teeth and start at the beginning. If I am not convinced of the composition no customer of the world will jump out of their seat.”

 

HOW DO YOU HANDLE CUSTOMER’S CRITIC IF HE/SHE HAS GOT ANOTHER VIEW ON THE RESULT AS YOU HAVE?

“The customer is the boss. I have to get in line, even when it’s difficult. The customer has got the better overview of the project and also if I write the best track in the world and everyone likes it – if it doesn’t fit to the project I have to write something different. The track will find another place if it is as strong as I think it is. At least a composition should please the customer’s taste as it is his project and not mine. What point does it have if the customer plays the game or watches the movie and every time my track is playing he gets annoyed because he doesn’t like it? The customer should back the project and often there are many musical possibilities and not just one. Mostly a track gained through the customer’s feedback and only rarely a track has become worse. You have to live with that and as long as I can write my name under the composition without a second thought everything is fine.” (Laughing)



Alex Röder

Hope you enjoyed reading the interviews. Our composers want to stand by your side in implementation of your projects and support you with their experience. We hope we could give you some helpful tips and tricks to optimize your personal workflow and to give you more confidence to extend your personal music horizon. We try our best to support you in all concerns!

See you soon,

your Dynamedion-Team

Extreme racing game Gravel with sound recordings and sound effect post production by Dynamedion

Take your seats please and we will take you to Gravel’s off-road world tour.

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Italian racing specialist Milestone  (best known for its MotoGP™ and MXGP and previous home of the WRC Rally Championship Series) has announced its new off-road racer Gravel with sound recordings and sound effect post production by Dynamedion.

Milestone  is currently working on its new racing game and additionally they created a new developer diary to give gamers a look at the upcoming title. Gravel will feature dynamic time-of-day and weather effects across a range of open environments around the world.

The off-road video game is due out on home consoles in early 2018. Meanwhile we are excited to learn more about the development process and enjoy watching the dev diary videos. The first developer diary discusses the tech behind the game, as well as some of the advantages that come with the Unreal Engine 4, such as the in game-audio.

We had the great pleasure to be part of this ultimate off-road experience and did some car recordings together with the audio department of Milestone in Italy.

Take 5 minutes of your time as we would like to show you the first dev diary video. Get a first impression of the amazing landscapes modeled with the Unreal Engine and learn more about the in-game audio.

You are also interested in field recording? Check out our services and tell us more about your project!

New Release | Symphony Series Percussion

Sonuscore has released their remarkable next software instrument: PERCUSSION. Now available!

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Today, Sonuscore released their brand new Symphony Series PERCUSSION library.

It’s a professional rhythm tools with powerful performance features and the range and playability to meet the needs of any orchestral production task.  PERCUSSION also provides an outstanding percussion set for pop and electronic genres. The library offers powerful performance features and a wide range of both essential and exotic percussion instruments.

PERCUSSION is available in full SYMPHONY SERIES version or streamlined SYMPHONY ESSENTIALS version.

Both SYMPHONY SERIES and SYMPHONY ESSENTIALS versions are built from the same recordings and have the same intuitive interface. The full-featured SERIES version offers exhaustive depth and nuance, while the ESSENTIALS version provides the same quality in a lightweight package.

 

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Click HERE to check out the product.