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

Cap_H
DIGITAL IDENTITY CRISIS
6625
So I listened to some more OGGs:
@Clubfungus your entry is so evil. It really gets me in mood for some action. I can hear some minimalistic Arabic motives. Noisy overlay is really cool.

@Trihan, I like Battle Stations and as I mentioned before, that one drum (snare or open hat, i'm not entirely sure) stands out too much and breaks it a little. It ain't anything ear-tearing, tho and I can really imagine myself playing Metal Gear, while being driven crazy by this song (that kind of being driven crazy, when you can't stop playing, while loosing). I really like the way you build up the song.


@Fulminis-ictus, Techno War doesn't start out badly with fast 'bullethell' drum. However it can't stand up to expectations created by it and melodies presented are rather bad. Selection of samples could be better. Also if played for longer, fast drums would get me annoyed quickly.

mjshi
Jack of Most Trades
6414
Ehh, I have never composed anything remotely battle-like, and seeing as I'm using Finale (orchestra... hurrah) it's doubtful this will sound too assaultish.

The track consists of cymbals, toms, a trumpet, a violin section, and a cello section... the main melody (if you can call it that...) is introduced by the trumpets. As the track is 60% not classical instruments, it barely meets the majority rule.
Well, let's push this one out, then. Happy, you can judge if this is within contest rules xD If not, I guess I'll just try again.

The song is meant to loop nicely.
http://rpgmaker.net/content/events/sos/files/March_Loop.mp3
http://rpgmaker.net/content/events/sos/files/March_Prelooped.mp3
mjshi
Jack of Most Trades
6414
Alright, I've still got 8 days. I'm looking at my Finale here, and I see:
Piano, strings, plucked strings...
percussion, brass, woodwind, drums and... guitar?
Do you have any suggestions as to a relatively easy to pick up program that has options other than the ones I'm currently staring at?

Edit: Nevermind, I found a synth thing under the piano tab.
And woah, almost mistook your submission as a signature until I remembered that rmn doesn't have signatures.
But that track certainly has a very heavy mood, until the end, where it turns almost danceish. Although, I'm not sure if fading the track is a good idea, since, you've set the mood, suddenly fading and replaying the song makes the player realize that what they were hearing was just... BGM.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Thanks for the feedback guys! TungerMan, I was going for a kind of minimalistic feel so I wasn't overdoing it on the instruments; do you have any suggestions as to what I can do to give it more atmosphere or where I could comfortably add more?
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
argh. maybe should submit the bit i have first. not quite an assault though. Also just heard some Wagakki and got inspired. *irritated that he seems to lack focus*
author=Trihan
Giznads Summoner of Sounds Assault Action (Giznads)

Very jungley, I like it. Cool percussion and some interesting computery sounding bits coming through.
Kinda getting a tick-tocky clocky vibe now, this is cool. Very nice composition.
Sounds almost too happy to be an assault action theme though. :P
It kind of tapers off after a while without doing anything new, which is slightly disappointing. From the beginning I was expecting it to explode into something epic.

Thanks much for the feedback!
I'll definitely be adding more riffs to this composition soon!
I originally intended for it to have a "bigger" vibe so, I'm sure I'll get around to doing that.



author=TungerManU
@Giznads
The one track that I can easily imagine as a video game BGM because of how it's not too 'in your face', despite being fairly complex and detailed. Love the catchiness, the ambience in the first half and the hard rock vibe in the second. An epic song, love it. Kinda wish it had a name though, you know?

Thank you, glad you like it!
I wasn't really sure on what to name it.
Besides, I was never good at putting a title on things.
I just come up with something silly, and brush it aside.
If you'd like to use it, feel free to call it what you want.
Goes for anyone.
http://rpgmaker.net/content/events/sos/files/Your_Moms_A_SciFi_Warrior.wav
Another Action Assault submission.

Still working on remastering my first.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
author=TungerManU
On a second thought, I'd say only the section that starts at 0:35 is somewhat lackluster. Try adding subtle strings, that should create some ambience while not taking away the minimalism. I can only speak from my little experience though; your track reminds me of one of my compositions, probably my proudest creation to date, and what I'm telling you is basically what worked for me, so you might want to ask someone with better knowledge of sound design.


I'll see what I can do, thanks. :)
I have Anvil Studio, so it's gonna be midi okay?

Also, I have no musical training, so it's gonna suck okay?
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
author=bulmabriefs144
I have Anvil Studio, so it's gonna be midi okay?

Also, I have no musical training, so it's gonna suck okay?
Pick up Synthfont and give it a spin- it lets you use soundfonts to render your output from Midi so yo can make MP3 etc and use instruments not necessarily in your midi box. Right now I've been experimenting with both Anvil and the Tu2 synth. Argh.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Somewhat thrown together, but I like it. (Could be better) May not be the final version or only submission, depending on feedback. I already output it as OGG, out of habit and so it should loop.
http://rpgmaker.net/content/events/sos/files/Thundering_Assault.ogg *Steels himself for feedback*
@Bulmabriefs, Why not go back to your pieces, pick out a few note groupings, and then attempt to build on those, or whistle a tune and try to find it on the keyboard? It'll help give the music structure.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Thunder Ride
Nicely understated, though the constant crash is a little annoying and detracts from the piece, I feel. I think that some variation in drums/percussion could be used to enhance it. At about 1:04 it's a bit better but still not suitably epic enough. I could see this being used as some sort of miniboss gunfight theme.

Thundering Assault
Very esoteric, maybe a little high-frequency to begin with? You've got the modern/futuristic part down but it's not very confrontational-sounding. This is another one that I think would work well for an exploration/dungeon theme but not very well as something indicating battle or conflict.
I actually like #2 okay, but neither one is really military future setting (I don't play those games much). #2 is sorta march-like, so yea maybe.

#1 seemed to work better at either 25% reduction of speed (haunted house, with nice beat), or 25% to 50% increase (battle theme). It sucks at its original tempo though.

Not only have I not been taught formally (can't read music) but I find single note placement tedious meaning I either take a series of notes and copypaste (yay, no chord progression) or place stuff randomly, and work with that. Pretty much why I haven't participated in many of these.

I tend to do this sort of thing instead of "inspirational" or "dramatic" songs.


I may try some more later, when I have time to just beat out a tune and stuff.
author=bulmabriefs144
Not only have I not been taught formally (can't read music) but I find single note placement tedious meaning I either take a series of notes and copypaste (yay, no chord progression) or place stuff randomly, and work with that. Pretty much why I haven't participated in many of these.

Well, you don't need to know much music theory to make (free) atonal music I guess ^^ That means that you could actually do some horror music. Not sure if you'll have much success with other types of music but you could still try. The most important thing is that you have fun. And maybe you'll actually learn a thing or two. I would still advice you to study up on some music theory if you want to take composing seriously.

Here's some feedback, yay!

larrylpope
Because of the sound of the instrument at the beginning I'd expect this piece in a somewhat retro inspired game at first. Probably because it reminds me a little of Resident Evil Gaiden. ^^
The part of this piece which I thought fit the theme the most was at 1:10 - 1:12 because the drums managed to create a sense of coming danger. It's too bad that it's so short though.
The rest of the piece was unfortunately rather calm and didn't evoke the feeling that you were currently fighting an army of soldiers with technologically advanced weapons.
In conclusion I think that you may have made this piece better if you would have used more instruments which may have implied that the world this piece is used in is technologically advanced (like synth instruments) and you could have expanded the part around 1:10 and shortened the calmer parts. It's not a bad piece though but it would fit better to another situation than the one described in the event description.


TungerManU
It definitely fits the theme better than most of the other pieces I've heard so far. It does have a decent amount of tension and the instruments do fit to a future setting.
But I almost got a heart attack when I actually looked at the piece in depth (no offense by the way). It did seem kind of unnaturally loud to me, especially the snare hits (I assume those were snare hits). But the piece was actually clipping all over the place. You should probably have normalized it before submitting it. And the RMS is always over -8, mostly at -6. I'm not sure if it's always like this for video games but the norm is between -8 and -14. I guess this would still be okay for commercial songs, but I wouldn't recommend that for video game music. Correct me if I'm wrong though, I only know this because of my experience and thanks to a fellow composer. Perhaps you've over compressed it or the bass is too loud. But maybe you were about to do that anyway and your upload was just a pre mastered version. If it wasn't then you now know that you should look out for those things. ^^


Giznads (Your_Moms_A_SciFi_Warrior)
It is pretty catchy and I really like the beat. I could imagine this one in a less serious shooter better than in a serious one to be honest, but that's just my feeling, I can't actually explain why ^^
This one could be made loopable pretty easy too and I hope that you'll do that later on.
The thing that bothered me though is that the frequencies throughout the piece, especially because of the guitars which are used a lot in this piece, are quite high. Or at least that's what my ear says. You might want to check that yourself though. You could use some Equalizers to get rid of that.
So far this one is my favorite. But I want to wait till this chapter is almost over before I actually give away a star.
Well, I can produce semi-tonal music too. My songs produced so far"



I'm not sure if I can pull off battle song or sad song, but you get the idea.