if you look closely at my post from yesterday, you may see some similarities here. As the “No Escape!” music video production moves forward, I have to figure out a way to connect the two worlds contained in the movie.
I’m not changing the resolution, color depth or look at all as the video shifts focus, so I hope the viewer doesn’t get lost. I’m sure this doesn’t make sense to anyone except for me (and Liz) right now … but it will make sense in a few months when the video is finished.
(The above scene was created in the passenger seat of our car, on my Lenovo S10.)
I started sketching out the scope of the final confrontation in the “No Escape!” animated music video. In this scene, the “bad guy” is the player character at the bottom of the screen. His is shooting white fireballs at the “nasties” (the good guys of the story).
If you go back and search for more info on the “No Escape!” video, you’ll undoubtedly see some familiar faces above. I’m not so sure on the design of the player character at the bottom … but it’s a start.
I need to fill in many more “nasties” at the top. They get blasted away by the player character and disintegrate. Which reminds me … I have worked out an interesting way to simulate the Atari super fuzz that was used in many of the early games to simulate disintegration, death, and just plain old Yars’ Revenge noise.
But that is the subject of another post all together.
Yet another song gets reconfigured to my -18db “baseline”. “Demons to Diamonds” … a strange two player game in which you shoot demons and they turn into … well … diamonds (or maybe skulls if you are unlucky).
According to my super master plan, I still need to re-record the vocals, electric guitar and clean up some drum stuff.
Listening back today, I feel like the guitars are sitting in the mix well. There are a few spots where I need the tone to change fairly drastically, so I’ll have to hit those up. I’m not sure if this song is next on the list as I finish up “Atlantis” … I might need to draw straws or something.
I think I finished tracking the climactic end vocals for the song “Atlantis” today. By the last iteration of the vocal phrase there are twenty vocal tracks.
I mixed down a version of the end to put up here on my blog.
This mix does NOT have any:
Guitar
Keyboards
Piano
It is just vocals, drums and bass. Well … okay … I left one keyboard track in there, but it’s only playing one note so it doesn’t really count right? RIGHT!
The vocals are completely dry … to give you a clear picture of the layering.
I had some computer revenge today. Yesterday I had some application mishaps and lost a days work. Today , Autosave is my new best friend. He saved me from computer induced violence many, many times. Sonar 8PE has a few bugs right now. I used the Cakewalk Problem Reporter 6 times yesterday.
To their credit, they actually emailed me back. They have recognized and solved 4 of the 6 issues and will release an update “soon”.
Sooooo … I tracked away tonight and managed to get through to the end of the song “Atlantis”. I’m not finished and I feel a little like I did when I got to the end of the song “Kaboom!” the first time. There will be a fair amount of correction to do.
I’ll probably hit up some guitar tracks for the song tomorrow. I’ve been breaking in the speaker for the past few days, but that’s another story …
I recorded a whole mess of vocals for “Atlantis” tonight and then my application crashed. My heart sank like that little orange cheese puff man sailing off the side of the light pyramid.
Q-Bert falls off the edge and dies (original arcade sound from the 1980’s)
I tried to grab the .wav files and drop them back into the project and line them up, but it was too hard to figure out which take went where.
Oh well. They were just backing harmonies. I did lose a work day. That sucks.