Description



Summoner of Sounds is designed to be a series of interactive community events where video game music will be celebrated by the means of craftsmanship and community interaction.

Community members with experience in music production will be dared to participate in challenges testing their ability to perform well as a versatile video game composer, while the game developers with other areas of expertise are encouraged to to analyze the challenges, and provide the composers with commentary, feedback and constructive criticism.


Table of contents:

  • 1. Event Outline

  • 2. Event Schedule

  • 3. Licensing Rights & Submission Guidelines

  • 4. RMN as a Platform. What do I have to gain?

  • 5. Post-Processing Submitted Material

  • 6. Role of the Composer - Becoming the Summoner of Sounds

  • 7. Role of Other Developers and the Audience - You are not NPCs!

  • 8. Picking Favorites!?

  • 9. RMN Music Pack 2 and Guardians of the Groove







Summoner of Sounds consists of a periodically recurring series of challenges presented to the composers to participate in and for the developers and audience to engage in throughout the year.

Participants aren't obligated to participate in every challenge, but the more challenges you participate in, the greater the reward.

Presented challenges will test the composers' abilities to perform well as versatile video game music producers in a changing environment. Each challenge will introduce a different set of rules and restrictions, and a new concept where the composers will have to find a way to express themselves in.

The challenges may restrict and determine the video game genre that will need to be composed for, the game world setting to be composed for, a specific game instance to be composed for, or a specific manner to be composed in.

While the challenges will present a number of restricted aspects, each challenge will offer choice of freedom and room to stretch around in some of them.

Summoner of Sounds will be running for several months in total and challenges will be issued roughly once every month, or on a similar pacing.

Each challenge of the series will run approximately over the course of one month and the deadline of each challenge will be stated as the challenge and its ruleset are announced.
























Any work submitted to this event will be disseminated under a creative commons license as publicly usable in any way the end-user wishes as long as they attribute the work to the artist in their credits and that they also do the same themselves with any derivative work based on the artist's.

End-users of this material, and any derivative material, will not, however, be able to legally make any money from anything containing these tracks without the artists' express permission.


All works submitted to the event have to be 100% original work of the participants and must contain no copyrighted material, either compositionally or in terms of sampled sounds. Submitted works must contain no arrangements of any material of a different author, and they can not lift motifs from anywhere else, except possibly from the participant's own works.

Submissions should contain as little audio quality loss as possible, WAV file format being heavily preferred.





The RPG Maker Network offers an extensive network of gamers and game developers, both hobbyists and professionals.

This event series is designed to help the composers of the game development community come together, challenge their know-how and showcase their creative efforts, and the rest of the community to come in contact with the composers.

This event series won't have a panel of judges, and there won't be hand-picked winners. Participants are encouraged to challenge themselves and work together towards solving the presented challenges.

During the course of the event series, the composers will be creating video game music in various forms and manners, and build themselves a diverse portfolio while doing so.

The rest of the community is encouraged to provide feedback and impressions on this material and to be in touch with the composers, possibly giving them ideas, or request something specific from within the given ruleset.

RMN will bring the participants visibility, and the yields of each challenge will be shared on RMN's social media during the course of the events.



Each composer has a completely optional step to sign up for post-processing their submitted material.

In the post-process, the composer will be in touch with the event organizer who will help them personally by offering them feedback on composition and mixing details and assist them by creating alternate, OGG file format versions of their tracks with a coded-in looping point, which will enable seamless looping of their songs in the RPG Maker VX and RPG Maker VX Ace engines.

Enabling looping for the songs requires them to be composed in looped structure, with recurring sections.






Summoner of Sounds as an event series will present a series of challenges that will test your abilities as a composer to express yourself in a wide variety of restricted environments. This will help in readying you to have the tools and confidence to perform well as a composer in a wide range of video game projects.

Each challenge will introduce a different scenario where you may need to compose music for different game genre, imply a different game setting through instrumentation, cultural, and musical genre references, or approach the the task by expressing yourself with a very specific perspective in mind.

Some of these scenarios may, and most likely will, require you to research and learn new ways of designing video game music, but they will also encourage you to test yourself, and express yourself in ways that you haven't before, and you will experience the joy of discovering new sides of your creative self.

Summoner of Sounds is an event series that will be running for several consecutive months. It may sound intimidating at first, but you can decide which challenges you want to participate in. However, the more challenges you undertake, the greater the rewards.

If you want to achieve the very best yields, then the series will also test your ability to perform under pressure as you'll need to be undertaking all the challenges.

It will test your ability to practice your trade under discipline, not only when you are motivated, and it will test your adaptability at the times when you'll have to find your creative freedom and inspiration while you still have to make your visions meet with a set of pre-existing rules.

Remember, you are not alone! This is a collaboration event. You may work alone if you wish, but you are allowed, and encouraged to collaborate with other members. Do you have the same Digital Audio Workstation as the other participant? You can work together! And if you feel like discussing how to approach any of the issued challenges with the other participants, then nothing stops you.

Building an extensive network of colleagues and other practitioners of your trade will also work greatly in your favor!

Will you be able to take on the challenge? Can you become the Summoner of Sounds, or even something more?

Introduce yourself at the Composer Introductions!





Video game composers wouldn't be composing music for video games if there were no video games, and video games with no music, or audio, would offer us only an experience with half of the things to sense, than what they do with audio, so let's agree that sound design is an integral part of game design.

Video game audio does not only offer us audio clues on game mechanics, but music activates large parts of our brain on fast rate and communicates us a great variety of information, which married with the visual material will bring the gaming experience to a whole new potency.

That being said, video game directors should not underestimate the importance of solid audio design, and advanced communication with the audio designers plays a major factor at what the end product will communicate to the consumer.

Music helps to communicate ideas which aren't visually present, it may also underline and empower the visual ideas present, or it may change the way we perceive the visual clues completely when the marriage of the visuals and the sound refers to a completely new impression than what either part of the combination would carry across alone.

Video game directors need to be able to communicate their vision to the sound designers and together with them, find a way to communicate this idea to the consumers.

While the Summoner of Sounds challenges will introduce composers to predetermined rulesets, the rest of the community may still engage in the process by discussing each challenge and the methods fit to completing the challenge.

Everyone can take the role of a critic. You don't need to be educated in music theory or terminology to be able to tell whether you find a musical piece fitting for a specific game genre, instance or setting. Communication matters, even if you don’t have the most optimal tools for it.

Express yourself with your own words and impressions. A composer will be glad to hear any of it. Tell the composer what their music communicates to you: feelings, impressions, visual images or atmosphere, for example. Does their track fit the description of the given ruleset?

Everyone may also post ideas of any themes they would like to hear. If the ruleset permits, a composer may very well decide to compose your idea.


While there isn't a panel of judges, or winners for the event, everyone is still encouraged to show appreciation for entries submitted to the event.

Simple feedback and commentary alone is welcome enough, but if you really like some track, give it a star to mark it as your favorite! You can give stars for multiple tracks if you wish. Stars play a part in event visibility and achievement mechanics.

To reward composers with stars post a reply to the event explaining which track, or tracks you want to give favorites for. Attaching a star image to the post helps the process.

Image code for the star:
[img][url]http://rpgmaker.net/media/images/events/sos/sosstar.png[/url][/img]







As of today, one of the biggest, if not the single biggest achievement of the composer community of rpgmaker.net still is the release of our RMN Music Pack!

It's a great quality pack of music that we can be proud of, and an achievement that we were able to put together with collaborative effort and all thanks to the network and community that RMN is.

Reception of the RMN Music Pack was overwhelmingly positive and it has been a good while since its release, so it is time we set our sights on the future, and to the release of its successor, the RMN Music Pack 2!

The journey for RMN Music Pack 2 begins with Summoner of Sounds.

Summoner of Sounds is designed to work as a count down and prepare us to bring RMN Music Pack 2 to a whole new level.

While Summoner of Sounds works also as the countdown for the RMN Music Pack 2, Summoner of Sounds will still be the greatest undertaking of the RMN composer community as of today and it will challenge everyone's creative abilities.

Summoner of Sounds will be creating composers a portfolio, but it will also be creating the community a whole lot of great video game music!

If you like what the composers of the community do and you want to show your support to them, you can be directly in contact with them, but if you want to show your support to the community as a whole and help us arrange events such as the RMN Music Pack, Summoner of Sounds and the RMN Music Pack 2, you can now become Guardian of The Groove and donate to the cause!

Every penny counts and the money will be used first and foremost to have artwork to go with the music and then to offer rewards for participating members. Any extra funds to the cause will be spent on future RMN Music events.

To get the Guardian of the Groove achievement you have to PM Happy after the transaction goes through, so that he knows to apply the benefits to your RMN account.

Thank you everyone! Let's do our best!

Illustrations: カラカモ @ twitter / 烏鴨 @ pixiv
Event concept design, visual design, direction and supervision: Happy @ RMN / Matias Heimlander @ tumblr

Details

  • 05/01/2015 06:57 PM
  • 07/01/2016 11:59 PM
  • 3
  • Happy

Achievements

Registration

You must be logged in to sign up for Summoner of Sounds.

Teams Members Entry
Team Happy!
My Composing Stick is Ready
Team Meat
Sum On Her Off Sow And
Team Failed Harmony
Team Where Am I?
Team The Team
Out of practice, so let's get back in practice!
"Insert Team Name Here"
I'll Do My Best...
Chaos Harmony
Symphony Of Enthrea
Super Merengue Bros.
The Spoony Bard
Music for humanity
Bring back the dinosaurs
How do I Music?
Team Drass
Ark of the Arts
Team Koi
To the Beat of a Different Drummer
Team Toni!
Dysergy
Jingle Jangle Jingle
Ylmir
Azhthar
Team Amazing Hotdog
Firah
Team Last Minute Production
Ogarth Munchies
The One-Ghost Gaggle
Team Giznads
Fungus Happy
Maat Wants His Cap Back
Misoundthropy
Rastapopoulos
Sweaty Angle~~~ <3
OneByOne
Toms Introduction Team!
Team Midi
Legion of One
FoxAudio Creations (AKA Team Oh God Who Let the Furry In Here)
Happy Rainbow Panda Bears
Team Curry
Acidbath
Jar Studios
Aersia Sound Team
Plastic, Meat, Smoke, Metal, and Sugar
Team Megollyen
Niyane's Team
Team Unhappy!
The Sword Of The Crest Heart And The Bird That Learnt That Hope Would End One Day
Team Neutral!
Team Probably Not Appearing In This Event
Scion Genesis
Without Creativity
Team Random
Team Cheese
JStewartMusic
No Excuses!
Team currently busy but what the hell
Team Yup
Uncanny Warriors
Team Jawns AKA Boring Team Name
A Team of One
The Singularity
The Duke's Jukebox
Sound Master
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

I just realized that I used my own timezone to compare with the deadline; that is dumb of me... =_=

Oh well, since I passed the deadline, I will move to review then :)
Happy
Devil's in the details
5277
Chapter 1 has concluded. A recap will be posted in the coming days.

You may still submit chapter 1 pieces or update the previous versions of your chapter 1 submissions, but only the submissions that were submitted for chapter 1 before the 1st of June will count toward the event achievements as submissions for the particular chapter!
Happy
Devil's in the details
5277
Are you feeling light of heart? Are you satisfied with the Sounds you summoned for the light-hearted Realm?
Do you feel the challenge was kind of easy, or do you feel that you need to take a breather? Well, no time to ponder - the next challenge is here! It's time for action! Start your engines!

Artwork by Djahal @ deviantart.com




Chapter II: Assault Action!


You are a journeyman, a Disciple of Sound and you have been tasked to solve a series of mysterious disappearances of Sound in the Realms of Melodies by the Regal Musicians Network.

Your journey has brought you to another new Realm where the Sound has disappeared. You look around you and find yourself in middle of combat! Adrenaline rushes in your head as you barely dodge an attack of a huge robot.

This is about survival! But what are those weapons? And all this technology and gear? Who are those soldiers? Should you try piloting a mecha? Or perhaps some other machinery? Are you familiar with any combat tactics? You join in the assault and engage in action!


Composer: You also grab your instrument and begin to summon the Sounds...

Developer: You set out to search for situations that have the most immediate need for Sound. You see your ally beginning summon the Sounds, but wait, are those the Sounds of this Realm? That will need to be determined!



Challenge:

  • Composers: Find a way to convey the setting and the mood described in the flavor. Compose a piece of video game music that fits a modern, or a futuristic, sci-fi military setting. The game instance you will need to be composing for is an assault type action scenario.

  • Developers: Solve what sort of music can be used for assault type action scenarios in video games and how to pump out some adrenaline from the consumers! Be sure to let your composer allies know if they are any good at their job, or if they could use help at something. You may have some ideas for them as well.



Track restrictions:


  • Impression:

    Alerting, confronting

  • Instrumentation:

    Your track may contain synthesizers, percussive elements and contemporary band instruments. Classical orchestral instruments are allowed in the mix, but should not make up the most of the song.

  • Game World Setting:

    Modern or futuristic sci-fi military setting.

  • Video Game Genre:

    Action Game, CRPG, Strategy Game, Tactical J-RPG


  • Game Instances:

    You have to compose for an assault type action scenario.



Submission rules:


  • Render a track with as little audio quality loss as possible

  • You may submit as many pieces as you wish, but rememeber that quality is what matters.

  • You may update your submissions with further versions.

  • You may contact event organizer and sign up for post processing of your track.

  • You may collaborate and interact with all the rest of the community to any end you wish. You are encouraged to share tips, viewpoints, references and material for inspiration.

  • The challenge will run for one month and end 1st of July 2015


Good luck everyone!
charblar
"wait you made this a career?"
3552
Now this I can do I'll get to it right now!
Ah, this'll be fun! Hopefully my new computer arrives soon so I won't have to deal with memory issues this time 'round (I couldn't replace all of my percussion elements from my Chapter 1 submission with a Kontakt library equivalent due to memory issues).

Should we relabel our previous submissions to indicate what round they're from, or will there be a new submission area to differentiate between each round? EDIT: Can't rename submissions, so whatever.
CashmereCat
Self-proclaimed Puzzle Snob
10498
It would be nice if we could somehow differentiate between which round the submission is for. It would make it easier for me to remember which ones we should review instead of reviewing old submissions. Maybe we can use those green/orange/red markers they have for accepted/pending/rejected? Except only use the green markers to indicate past rounds, and orange to indicate pending, because there's no rejection in this house.
author=CashmereCat
because there's no rejection in this house.

is that a challenge

Snarkiness aside, I'm going to mix my Chapter 1 submission to be a bit louder (and upgrade a few sample libraries—no arrangement changes), and then get to work on Chapter 2.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
author=Anorax
author=CashmereCat
because there's no rejection in this house.
is that a challenge

Snarkiness aside, I'm going to mix my Chapter 1 submission to be a bit louder (and upgrade a few sample libraries—no arrangement changes), and then get to work on Chapter 2.
Would you consider teaming up somehow? BTW, the Junk Kit might be useful here >I f anyone wants i cna make a list fo free-to-use- soundfonts . I may just use lmms or Tu2 for this however.
Well, I lied. Not really an arragement "change", but I added a gran casa. Whatever. Also mixed louder, but I don't know if it's for the better. Switched a few instruments from the default Mixcraft samples to an Impact Soundworks percussion library. Tell me what you think, and which is better.

Also attempted my first OGG looping. Someone tell me if I messed up horribly.

author=BurningTyger
Would you consider teaming up somehow?
Are multiple teams allowed? I use (and am accustomed to) Acoustica Mixcraft 7, so if we were to work together, there would be a software barrier, so to speak.
Cap_H
DIGITAL IDENTITY CRISIS
6428
Yeah! This theme makes me Happy. Time to use summon some sounds from tron (and spend more then fifty minutes on it).
Sounds like fun! Hope I will be able to do something... I also wanted to let some feedback on submissions from the first round but I didn´t find the time, yet. But I wanted to spread some stars for the first round:

My definite favourite is @Anorax ´ track. It came quite late but it´s just awesome.


My second and third favourite go to @Merlandese and to @Ylmir in no particular order. Both tracks were nice and had a lot of character.



Sorry that I didn´t leave more detailed feedback but I´ll try to review some tracks when I find the time.
Happy
Devil's in the details
5277
I did yet another remaster of my "Oh Poor Me!"

http://rpgmaker.net/content/events/sos/files/Oh_Poor_Me_2.wav

Feedback appreciated! I can't seem to decide on what low-cut to do for it. The qualities of the snare drum also seem to affect the mix a lot. I also noticed that when I listen to it with something else than my browser the high tones sound better.

I will post more feedback and favorites for other entries when I find the chance.
Chapter 1 recap will follow in a few days. I still want to give people some time to post feedback and favorites before I put it together.
author=Burning Tyger
I f anyone wants i cna make a list fo free-to-use- soundfonts .


Yeah, it would be great to get some recommendations on Soundfonts or VSTs which could fit to this challenge.

I think I have something in mind already. I'll probably focus mostly on percussion. But before I start I'll probably listen to some pieces from sci-fi shooters to get some inspiration.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
author=Fulminis-ictus
author=Burning Tyger
I f anyone wants i cna make a list fo free-to-use- soundfonts .
Yeah, it would be great to get some recommendations on Soundfonts or VSTs which could fit to this challenge.

I think I have something in mind already. I'll probably focus mostly on percussion. But before I start I'll probably listen to some pieces from sci-fi shooters to get some inspiration.
What other tracks would you suggest for inspiration? Wo Decides to clean his room form top to bottom so he can borrow his dad's midi keyboard* Also I have some samples/sounds i made way back for something I think I wil offer for use...
Thought it'd be a pretty easy theme, well nope. A bit stuck here.

@BurningTyger First thing that comes to mind: Metal Gear Solid. Also helps if you've just seen Fury Road (visual inspiration is important too!).
author=BurningTyger
What other tracks would you suggest for inspiration?


If I had to name a specific title I'd definitely recommend listening to the OST of Vanquish. I haven't played many sci-fi shooter yet to be honest so I can't really think of any better examples. Maybe the beginning of the theme of Black's trailer from RWBY (0:35-1:30).
Happy
Devil's in the details
5277
Hah, I've managed to make several attempts that fill the "setting" part quite well, but to make it an assault theme? Still working on that!

Here's inspiration for you guys:



Great tracks!

Edit: I think I might actually want to go with more percussive and less synth influenced approach as well. Pretty similar to XCOM approach. As soon as I make it synth heavy, it sounds super mecha-influenced, while I'd prefer make it a bit more gritty and modern, myself.

author=TungerManU
(visual inspiration is important too!).

True! Personally I find it to help a lot if I have specific visuals to compose for. Just looking at the picture gives a ton of ideas for a possible soundscape.
Hello ! I have (again) a question about the rules.

Your track may contain synthesizers, percussive elements and contemporary band instruments. Classical orchestral instruments are allowed in the mix, but should not make up most of the song.


Does it mean world instruments are allowed ? (yeah, I know, I'm always trying to break the rules. :D) And what about choirs, since they aren't always present in an classical orchestra (although they are used extensively in soundtracks nowadays, along with orchestras) ?
Happy
Devil's in the details
5277
author=Ylmir
Hello ! I have (again) a question about the rules.

Your track may contain synthesizers, percussive elements and contemporary band instruments. Classical orchestral instruments are allowed in the mix, but should not make up most of the song.

Does it mean world instruments are allowed ? (yeah, I know, I'm always trying to break the rules. :D) And what about choirs, since they aren't always present in an classical orchestra (although they are used extensively in soundtracks nowadays, along with orchestras) ?

As long as your track fits the general guidelines of the ruleset and isn't entirely choral or built up of world instruments, I don't think it will do anyone any harm if you slip in choral layers or some elements with world instruments.

The main vibe should still carry across the described game instance and setting, however.
Does anyone have recommendations for VSTs with good string section instruments? I always have a hard time getting my strings to sound at all realistic :p