Hi!
I did the music and sound for Wheels of Rage and I wanted to give some insight into one game musician's process.

First, this wasn't my best outing as my power went out two nights in a row leaving me with about half the time to make some tunes and SFX. So I went into hyper focused mode and somehow pulled it out.
I'm going to focus on one song in particular as it's the gameplay BGM and thus the most important. The song is called 'gas'.

Beginning As you can see it's not a complicated song. The game is a slower paced, strategy game so I made the BPM low enough to give the player room to breathe and put all of their focus on the game. The other issue was how to pair the music and SFX, which have a lot of running engines, explosions, and other noisy sounds to compete with. So, other than sparse guitars, everything would be fairly smoothed out and rhythmic. So the first thing I got down was the rhythm; primarily the bass/kick. It plays throughout the entire song letting the other instruments fill up space while the kick drives the game forward. I used a sub kick to consolidate instruments (again minimalist design so the SFX don't get overwhelmed) and give the song a more modern feel.
Recording I recorded some clean guitar parts, unsure of how I wanted the distortion to sound, and mapped out most of the song using just guitar and bass. When the song started taking shape I eventually kicked on Guitar Rig and shaped out a sound. I did run into an issue with my recording giving too much feedback, so rather than re-setup my rig I just cut out the silences, thus the chopped up audio. An important lesson, always check your tracks for issues before ending the recording session.
Once I had a good drive going I focused on melody, adding in bouncy synth to match/counter the bass kick instrument. Again, I tried to make the melody as sparse as possible so the song never overpowers the game mix. At this point I pretty much had the song that's in the game and I had to stop so I could work on SFX.
The song just didn't sound finished and, again due to power issues, I didn't have the time I wanted with it. So I finished it post submission and threw it up on soundcloud.
*Finishing * I edited the hell out of the previous version but it's mostly just moving bass/melody notes around for more impact. I added another kind of mournful pipe synth to it (I was thinking Morricone style but abandoned that) to address the desolation more, give the player a reprieve from the drive, and fill out the melody. After that it was time for some fat piano chords to replace the guitars, round out the ending so the loop feels good, and donezo.
Here's the finished track: gas
I hope somebody gets something out of this! I'm not used to writing out my process so thanks for bearing with me.
Good luck to everyone and if you comment with your game I'll definitely check it out!





