Jerry Goldsmith Awards Nomination

These are the nominees of the Jerry Goldsmith Awards 2017 – and we are on board!

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Jeff Broadbent and Dynamedion are nominated in the category “Videogame” of the Jerry Goldsmith Awards 2017 for our contribution to the “Champions of Anteria” soundtrack.

On the 7th of July BSOSpirit presents annually its Jerry Goldsmith Awards  in Málaga, Spain. Its aim has always been to recognize the work of musicians in the audiovisual sector (film, television, advertising or other areas). Jerry Goldsmith Awards  are awarded in eight categories – feature film length, short film, videogame, television, documentary, advertising / promotion, free creation & song -, along with a ninth award for the best composer of each edition.

We are happy to announce that we are nominated in the category “Videogame” together with Jeff Broadband who composed the other half of the soundtrack. Take a look at this year’s nominees:

Nominees 2017

We had the great joy to work on the tactical RTS game with orchestra, choir, soloist recordings and music composition. Maybe you are curious to learn more about our work in “Champions of Anteria”? In this article we find out what the intention behind the soundtrack was and how our composers mastered the challenge. Oh and you can check out the “Champions of Anteria“ Demo Trailer as well here.

Do you want to become one of the nominees one day? Maybe we can give you a hand to realize this wonderful vision. Check out our services and tell us more about your project:

INJUSTICE 2

Injustice 2 with music composition and live orchestra recordings by Dynamedion.

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The developer behind the award-winning franchise Mortal Kombat, NetherRealm Studios together with publisher Warner Bros. Entertainment released the brand new fighting video game “INJUSTICE 2” with music composition and live orchestra recordings by Dynamedion. It’s a super-powered sequel to the hit game “Injustice: Gods Among Us” for PlayStation 4, Xbox One, Android and iOS and we are happy to show you our work for our  favorite DC characters.

The game features a massive selection of DC heroes and villains and allows players to personalize the iconic characters with unique and powerful gear earned throughout the game play. “INJUSTICE 2” delivers brand new characters, tons of exciting new modes and the look and fighting style that NetherRealm Studios is known for.

Together with Christopher Drake, Richard Carle and Dan Forden we had the great joy to write several tracks for the universe of “INJUSTICE 2”.

Read on if you are interested in some deeper insights into our work and enjoy reading the interview with our lead composer Tilman Sillescu to learn more precise details on how he wrote music for “INJUSTICE 2”.

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WHERE DID YOU GET THE INSPIRATION FOR COMPOSING THE INJUSTICE 2 TRACKS?

“Well, as a first inspiration I listened to the soundtrack of “Injustice: Gods Among Us”. Otherwise we had quite a lot freedom while composing the tracks. The music should sound like a typical “Superhero” music cue, but slightly darker. For every track we received screenshots and a detailed description. Additionally, I skyped with Rich Carle from NetherRealm quite a lot and we talked about the music and the different levels. That was very helpful of course.“

 

HOW DO THE DC CHARACTERS AND THE MUSIC FIT TOGETHER?

“For us it was very important that every DC character got its own musical signature.  We didn’t use musical motives or themes therefore – instead we created tonal signatures and assigned special instruments or sounds to the characters. For example weird guitar sounds and a fairground-like sound favor for the joker.“

 

WHAT WAS SPECIAL WHILE COMPOSING THE TRACKS?

“While composing the ingame music several things were important. The most important challenge was to achieve a gloomy superhero basic mood and a general pulse, which supports the game-play action but at the same time is not too dominant in the game. Our goal was that the music sounds filmic and thus we recorded the orchestral parts with a live orchestra.”

 

WHAT WAS RECORDED WITH A LIVE ORCHESTRA AND WHY?

“We recorded all orchestral parts of our ingame music live.  That was really important to us as the ingame music is being repeated in a game quite often and thus the music has to sound rich and lively.”

 

WHAT DID YOU LIKE MOST ABOUT THE PROJECT?

“To be honest, I love the general setting of Injustce 2. It is super cool, beautiful gloomy and macabre. On the other hand I really enjoyed working together with Rich Carle. He is a composer himself and we had a really good connection with each other. If everything fits then a complex project just flies off the shelves and all people involved have great fun.”

 

WHERE THERE ANY CHALLENGES TO MASTER?

“Composing music for the cutscenes was very smooth. I intuitively composed the music and it mostly fit directly. Writing ingame music was a bigger challenge as we had to find the right structure for the tracks. It is always important to find the right balance and a good construction of the tracks so they can run in a loop for a while without sounding annoying or to distract too much from the game.

So, not too furious and dominant motives, instead you have to be subtle. Nevertheless we talk about action music that should sound big and epic. It was not easy but I think we got it right 😉

 

ARE YOU SATISFIED WITH THE RESULT?

“I am, haha! No, seriously, I think we did a good job and I hope while listening to the soundtracks you can notice that we are real fans of Injustice.“



Tilman Sillescu

You can get hands on the Injustice 2 original video game tracks through digital stores priced at 9.49 USD.  Please click HERE to access and enjoy listening!

League of Legends Spring Split 2017

League of Legends Spring Split opening trailers 2017 with sound design, additional music and mixing by Dynamedion

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We had the pleasure to open the European League of Legends Spring Split 2017 season with sound design, additional music and mixing of the “They’re Back” trailer. Furthermore we worked on the opening trailer for the grand European League of Legends Championship Finals “G2 Esports vs. Unicorns of Love“.

League of Legends Championship Series (LCS) is the name of the European and North American E-Sport professional league in the multi online battle game League of Legends. It’s a game in which two teams – each consisting of five players – compete against each other. The season is divided into two sections: The Spring Split and the Summer Split. The results of the splits will serve as a qualification for the League of Legends World Championship.

The LCS is organized and financed by Riot Games – the developer of League of Legends – in collaboration with ESL (Electronic Sports League), a world-leading platform for E-Sports. It’s the highest level of competitive League of Legends play and a professional competition on a global scale.

Like the Champions League final for every football fan or the Superbowl for every American football lover, the annual League of Legends Championship Series crowns the future champion of the most seasoned Moba’s (Multi Online Battle Arena) under the eyes of countless enthusiasts.

The most important thing while working on trailer projects is that everything (dialogue, music and sound effects) has to sound homogeneous and loud while keeping the right dynamics and tension. Sound FX accents on specific visual key-elements arouse the attention and the music addresses the listener emotionally while leaving enough room for the voice-over and the great visuals. We think that both the visual story and our acoustic story became a perfect match and the result is a great E-Sports trailer.

We’re delighted to be part of this great E-Sports game spectacle and we hope you enjoy watching the two opening trailers!



2017 EU LCS Spring Split: They’re Back

EU LCS Spring 2017: Final G2 Esports vs. Unicorns of Love

Dynamedion Main Demo Reel

Listen to our latest main demo reel.

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Today we are showcasing a brand new Dynamedion demo reel with music written by our team of award winning composers. In the last 15 years we had the pleasure to work on a bunch of great projects of the videogame, TV and film industry which gave us the chance to unfurl our full creativity and to show the versatility of our music productions. Over six minutes with exceptional work examples come in a myriad of variations of styles we have created. We love what we do and we do our best to transfer this passion into every single project we work on.

Enjoy listening to our new demo reel and if you feel like to learn more about us, check out our services.

COMPOSER INTERVIEW WITH JOCHEN FLACH

In the next part of our composer interview series, our composer Jochen Flach reveals how he judges and reflects on his own composition among other things.

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It’s not always easy to handle customer criticism. Obviously you want to accomplish the client’s desire and to back his own project can be a balancing act sometimes. Today Jochen tells us his personal thoughts about some important facts of a composers business. Let’s see if he has got some helpful tips and tricks for you to support you in your own musical business.

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Jochen Flach

(Hitman Absolution, ANNO 2205, Risen 3)

“In the beginning it was exhausting and stressful to make the fourth or fifth rework of one track, but it’s merely a matter of time when you start to take the things more relaxed.”

 

  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?

“I know this situation, sitting in front of a glaring blank page, waiting to be filled. I try to plunge into the right mood with the help of movies or images of the same genre. If nothing helps: I take a break and do some sports to clear my mind.”

 

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

“Be tenacious, trust your strengths, go to more concerts and take care of your network.”

 

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?

“Funnily enough that always works without any problems. I can plunge into a new world very well. I don’t have any methods or rituals.”

 

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

“As I compose only on my PC, sample libraries are my main tool – so I can’t work without them. The work of many composers has changed as well as the customer’s claims. If a composition has been commissioned usually a composer can’t deliver scoresheets. The customer’s expectation is a great sounding mock-up. Therefore my work depends on realistic sounding and easy to handle sample libraries. Meanwhile there are phrase based libraries on the market which can support your working process and your idea generation.”

 

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

“That is always very different. As much as there are excellent sounding libraries on the market you can also find the opposite. A composer always tries to let his/her music sound as realistic as much as possible. The quality of a live recording is the aim of every sample production. Of course there are situations when a desired sound is not easy to record live. I mean for example epic, modern orchestra soundings which have been really in demand since Hans Zimmer. In this case live recordings are mixed with sample libraries to sound bigger and more epic.”

 

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?

“I definitely focus on the sound, but no less important is the usability of a library. You shouldn’t have to read a manual before you start to work with it. Of course the price plays a role, but for me that’s not too decisive, as long as it is not too excessive.”

 

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

“My compositions have to make the grade of my own expectations. And they have to be competitive in the media landscape. Equally I have to be clear on the musical aspiration. But this is always very subjective. The best way is to let your customer decide, but also the evaluation of and reflection upon the composition includes some important factors. Here are some questions I ponder: ‘Did I manage to create the intended emotions?’, ‘Is there enough variety in the composition?’, ‘Does the track fit into the main context?'”

 

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

“Yes, this happens. I have learned to stop the what I am working on and save it in a special folder for a later use. And then I just start from scratch.”

 

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

“Meanwhile I can handle criticism very well although it is a process of development. In the beginning it was exhausting and stressful to make the fourth or fifth rework of one track, but it’s merely a matter of time when you start to take the things more relaxed. With years of experience you usually don’t have to do so many reworks as well. If you still have to edit your track again and again the reason is mostly a lack of communication. Find out the customer’s expectations.”



Jochen Flach

Hope you enjoyed reading the interview. Stay tuned for some more interviews with our award-winning composers, get to know them and profit from their experience. We try our best to support you in all concerns.

See you soon, your Dynamedion-Team

VIKINGS – WOLVES OF MIDGARD WITH GAME MUSIC BY DYNAMEDION

Like many others we are looking forward to the release of the upcoming Action RPG Vikings – Wolves of Midgard and want to show you some insights into our work beforehand.

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Renowned German publisher Kalypso Media together with game developer Games Farm announced their upcoming Action-RPG: Vikings – Wolves of Midgard with game music by Dynamedion.

From March 24th, 2017 players can look forward to the new action game that takes you to the Shores of Midgard, a world based upon the mythology and history of the Vikings, but with a fantasy twist. Our hero – either a ruthless shieldmaiden or a ferocious Viking warrior – has to fight against hordes of terrifying undead monstrosities. In addition you have to look after the reconstruction of the home village.

Composing several tracks for a brutal fantasy world has been a lot of fun and it was a new challenge for us at the same time. Why? Read on as our composer Matthias Wolf who wrote the soundtrack (togehter with Jochen FlachArmin HaasDominik MorgenrothNicolai Patricio and Alex Pfeffer) and the main theme reveals some insights:

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WHAT WAS SPECIAL WHILE COMPOSING GAME MUSIC FOR VIKINGS: WOLVES OF MIDGARD?

“It was important that the music reflects the rough and cold Nordic setting. It was not our aspiration to compose orchestral and exchangeable music, thus we created game music with typical Nordic instruments. The music of the game is rather dark and sparse. The only track that breaks out is the main theme. The requirement was to combine these Nordic styles with a catchy hook and orchestral elements. It’s a track that has a recognition value and it should be striking to the listeners. The in-game music has a very acoustic touch and subtly supports the player in his/her action.”

 

IS THERE ONE TRACK YOU ESPECIALLY LIKE?

“Well, actually all tracks are very appropriate in their own way. I think it would be interesting to tell a bit more about the production of the main theme as we put a lot of work into it:

For the main theme I wanted to include a raucous male choir that sings the hook line rather fervently – as a typical Viking choir. For this purpose, we have developed a Nordic phantasy language and wrote specific lyrics on the melody, which was sang by Roman Krotil (Lead Vocals) and me. So both of us sang a lot of different voices in different tonal colors and by overlaying these recorded tracks we could imitate a choir (which actually only consists of two persons). As there is a female main character in the game, we included the voice of our vocal artist Conny Kollet. Her powerful and ethnic voice gave a really nice boost to the final chorus.

In addition, we put a lot of emphasis on the originality and authenticity. To create an original main theme I’ve played and recorded some flutes, a viol, shakers and other percussive elements. A main theme is always a very special task, as it reflects an acoustic watermark for the whole game and it is trend-setting for all other tracks.”

 

WERE THERE ANY CHALLENGES TO MASTER?

“Yes, in the game there are different settings we had to compose music for but the central theme “Vikings” shouldn’t be disregarded at any time. One of the biggest difficulties was to musically distinguish these settings. We had to carefully consider how far we could implement this challenge in a compositional way. We solved this over the instrumentation by featuring specific, striking instruments which stand for the different setting. So the player can directly recognise by the instruments and the type of its deployment in which area or level he/she is located.”

 

ARE YOU SATISFIED WITH THE RESULT?

“Yes, the composers did a great job! Through the very special central theme – the soundtrack becomes versatile and multifarious. So it definitely pays off to listen to the tracks and dive into the world of Vikings.”



Matthias Wolf

Enjoy watching the trailer with music and vocals by Dynamedion:

COMPOSER INTERVIEW WITH HENNING NUGEL

Allow us to introduce you to our composer Henning Nugel. He has a sweet spot for the sample libraries on the market and reveals how he works with them in his daily composer business.

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Sample Libraries can be a big help especially for time critical projects. There are a lot of great libraries on the market, but not every library speeds up your workflow. Maybe you can imagine yourself in a similar situation as Henning. Read the personal interview with Henning and learn more about his daily work.

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Henning Nugel

(The Settlers, Sacred 3, Risen 3: Titan Lords)

“Under a rough deadline I am really happy about every library that can be played with ease and furthermore sounds brilliant and by that saves me precious time. ”

 

  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?

“I think everybody knows such days when you have to work to get your own creative juices into motion. In such cases it is helpful to be inspired by virtual instruments / sample libraries. Sometimes a patch can be enough to trigger a new idea, which I can refine and work on.”

 

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?

“The project information and spotting files I receive from customers are usually sufficient to get some general ideas for the project and to define my musical journey. I arrange the combination of instruments that I would like to use for the whole project or individual tracks. All the real instruments and microphones are placed in a semicircle behind me and on my work rig I additionally load the respective sample libraries into my template. At that moment I mostly have a musical idea in mind that I record and elaborate on.”

 

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

“Besides the time saving the cost factor is not to be underestimated. With the help of current sample libraries you can simulate the sound of a real orchestra quite realistically. Today’s sample libraries are recorded in superb sounding and often very popular studios and concert halls. So you save the costs for a good orchestra and also the costs for the location rent and technicians. Even if the music will be finally recorded with a real orchestra or solo musicians an already great sounding sample library mockup will give the customer a detailed preview of the music which usually helps a lot.”

 

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

“The current sample libraries are generally well recorded and programmed. For a layman the results that you as a composer can achieve in the box are often difficult to distinguish from an actual live recording. Nevertheless the human aspect and the feeling that real musicians breathe into the music are missing sometimes. Working only with sample libraries can make a composition sound cold, artificial and sterile. If there is time I always try to record one or two live instruments to warm up the whole thing. A real orchestra recording with a good orchestra is obviously the best choice, but it’s also a budget matter.”

 

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?

“I am equipped with the most of the regular orchestra libraries. So I often search for libraries which inspire me soundwise and with which I can achieve my aims quickly. If a library requires me to program for hours and hours to compose a realistic and clear sounding line I directly rule it out. Under a rough deadline I am really happy about every library that can be played with ease and furthermore sounds brilliant and by that saves me precious time.”

 

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

“In general the customers judge the composition. I always aim to get as close as possible to their vision and in the best case to exceed their expectations.”

 

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

“This does not happen very often, but in such cases I radically delete everything and just start over again”

 

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

“The customer is king and knows what is best for the project. Sometimes misunderstandings occur or the composition is too ambitioned and misses the mark. If nothing was right I compose a new track from scratch. But usually I am on the right track and I only have to adjust certain passages. This includes technical changes like formats and sound improvements, but also deleting or adding musical parts. But as of now we of the Dynamedion team have always satisfied our customers.”

Henning Nugel

Hope you enjoyed reading the interview. Stay tuned for some more interviews with our award-winning composers, get to know them and profit from their experience. We try our best to support you in all concerns.

See you soon, your Dynamedion-Team

HITMAN – LANDSLIDE

Dynamedion worked on the third bonus mission with our favorite agent 47.

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The creators of HITMAN (SQUARE ENIX / IO INTERACTIVE) released their third bonus mission titled „Landslide“ with additional music composition, music production, lyric writing and vocal recordings by Dynamedion.

After our last blog post highlighting our work for the Bangkok episode (click here to learn more), the “Landslide” Bonus episode takes us back to Sapienza (Italia).

The three songs performed by virtual band “The Class” in the Bangkok episode (“Are We Stars”“Shine A Light”“Gun Show”) were written by our Senior Sound Designer and Project Manager Felix Diekhake and produced by Christian Hartung.

For “Landslide”, Felix had the pleasure to compose three songs together with Dynamedion’s lead composer Tilman Sillescu, who also accounts for the music production and vocal recordings. It is always exciting to plunge into new cultures and compose country-specific tracks to see them come to life.

“Landslide” takes you back to Sapienza where locals have gathered for the Festival del Paese. Your target is Marco Abbiati, a wealthy businessman-turned-politician who is returning to his hometown to run for mayor. Now it’s time to choose: whether to use brute force or orchestrate a genuine masterpiece of assassination to checkmate your subject.

The early evening event in the piazza is attended by an Italian band. Conny Kollet lends her beautiful voice to the band’s lead singer as you can hear in the video below. Now, Felix and Conny give us some deep insights into our work:

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“As avid readers of our website know, we did a lot of custom tracks for HITMAN, among them tracks for “THE CLASS” (Bangkok episode), Moroccan HipHop and Pop for the Marrakesh episode (plus a bit of Swedish baroque), house music for a fashion show in Paris and uplifting J-Pop to jump around to on a dance pad in a mountaintop hospital on Hokkaido.

Some of the first music we ever did for HITMAN however is only just now being released: three Italian pop tracks written by Tilman Sillescu and yours truly featuring vocals by the wonderful Conny Kollet will provide the musical entertainment at the Sapienza Festival del Paese in the “Landslide” bonus episode – so now we know why they asked us to arrange the tracks to sound like a live band with keyboard drum track 🙂

Writing these tracks was huge fun. We listened to a lot of 70s and 80s Italian music to get in the mood: Adriano Celentano, Patty Pravo, Biagio Antonacci etc.… lots of beautiful melodies that stick in my head to this day.

What I enjoyed most was that the assignment allowed us to be totally unabashed about becoming a *ahum* little corny here and there – or rather, to pull out all the stops on kitsch.
I sketched out rough versions of the tracks that were already laden with every wonderful pop cliché I could think of, then I handed them over to Tilman to improve the song writing and arrangement and do the final production – and he went and sprinkled on even more cliché beauty. The 1980s have left more of an impression on us than I thought, it seems… we alternated between ‘Man, this is beautiful’ and falling over laughing.

Once we had the tracks and lyrics down we brought in Conny, who is both a trained classical singer (as evidenced in a huge number of game soundtracks from Dynamedion) and a skilled live artist in her own right. She really channeled her inner Diva on these tracks and she interpreted them with tremendous energy and impeccable feeling. I absolutely love the final result and I can’t wait to walk through sunny Sapienza with our tracks blasting over the PA. 

By the way: two other Italian tracks we wrote, featuring the great Salvino, were already used in the original Sapienza episode – if you’ve missed out on assassinating people to the sound of 80s Italian pop so far, be sure to check it out.”

Felix Diekhake

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“I really enjoyed working on these songs and it was great to sing Italian again. Felix and Tilman did a great groundwork, so the cooperation with the two of them was funny and constructive. Although the songs are a little bit cheesy, I really love to listen to them again and again.”


Conny Kollet

Enjoy watching the Reveal Trailer of the latest bonus mission “Landslide” with vocals by Conny Kollet:

MAPLESTORY WITH ORCHESTRA RECORDINGS BY DYNAMEDION

Enter a colorful game world and celebrate MapleStory’s 5000th day’s anniversary with us.

완료MapleStory Symphony in Budapest 앨범 커버

South-Korean developer and publisher NEXON released a row of amazingly inspiring videos of the orchestra recordings for the 5000th day’s anniversary of their highly successful game MapleStory – which were produced by DYNAMEDION in Budapest / Hungary.

Together with NEXON we travelled to Budapest and recorded several tracks for the MapleStory universe. Most of them were remakes of the amazing songs from the MapleStory world. The remakes were done by the artist group “ASTERIA“ and the singer “EUNTO“.  “ASTERIA” belongs to NEXON’S game music label “NECORD”, which stands for “NEXON Records”.

The songs will be used in-game for a short period to celebrate the 5000th day’s anniversary. This DYNAMEDION live  ORCHESTRA RECORDING SESSION was not just like any other: we recorded 11 symphonic MapleStory scores with a gigantic ensemble of 88 musicians, all recorded in sections. Recording strings, brass and woodwinds separately gave maximum flexibility in the mixing process.

MapleStory is a free MMORPG that is highly successful on the international market. The player experiences an epic adventure as a mighty hero and teams up with other online players to conquer perilous dungeons and to defeat terrifying enemies. As it’s an RPG, players can interact with other players around the world on many levels like chatting, trading and playing mini games within the steadily growing community.

The whole ORCHESTRA RECORDING SESSION experience was filmed by the NEXON video team. As you can see in the videos further below, they did a fantastic job! Enjoy watching the behind-the-scenes material and listen to the sweet melodies and lush arrangements. Visit NECORD’S YouTube channel to see more performances of pieces from the MapleStory world.

The fantastic MapleStory anniversary edition music isn’t meant to be heard only in the game itself: if you love these MapleStory recordings as much as we do, you can download the digital album here.

It was a huge pleasure to dive into the colorful musical world of MapleStory and we are happy we had the chance to be part of this beautiful NEXON project.

See you soon, your Dynamedion-Team

Galaxy on Fire 3 – Manticore awarded “Editors’ Choice” in the App Store

“Galaxy On Fire 3 – Manticore” with music composition by Dynamedion gets the “EDITORS’ CHOICE” feature in the Apple US App store, which is a great award and speaks for the quality of the space action RPG.

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Galaxy on Fire 3 – Manticore (DEEP SILVER / FISHLABS) is one of the best sagas and amazing looking games on mobile – according to IGN. On the one hand you have to master exciting sci-fi action missions in deep space and on the other hand you will experience a truly compelling story.

The game has now been awarded with Apple’s Editors’ Choice label that cherry-picks and highlights very promising apps that you definitely have to try out.

It’s a huge honor to enjoy the trust of nameable game developers like DEEP SILVER / FISHLABS and we’re happy for the whole team that their efforts with this wonderful game are being rewarded now.  We want to say thank you for the great collaboration and we are happy that we could support the amazing and awarded space action with music written by Dynamedion.

Visit the App store to download the game:

https://itunes.apple.com/app/galaxy-on-fire-3