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Sega game music composers
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Module 6
Advanced Synthesis & Atmospheric Techniques
1
Early Reverb & Delay: Note Retriggering & Panning
Explain how composers implemented pseudo-reverb and delay effects using rapid note re-triggering and channel panning.
Explain how composers implemented pseudo-reverb and delay effects using rapid note re-triggering and channel panning.
2
Crafting Thick Textures and Pseudo-Chorus with Six-Channel FM
Analyze methods for creating thick, layered textures and pseudo-chorus effects despite six-channel FM limitations.
Analyze methods for creating thick, layered textures and pseudo-chorus effects despite six-channel FM limitations.
3
Expressive LFO & Envelope Techniques
Identify innovative uses of LFO and envelope manipulation for expressive, dynamic performances.
Identify innovative uses of LFO and envelope manipulation for expressive, dynamic performances.
4
Orchestrating Complexity: Chord Voicings for Limited Channels
Explain how composers arranged chord voicings to maximize perceived harmonic complexity on a limited number of channels.
Explain how composers arranged chord voicings to maximize perceived harmonic complexity on a limited number of channels.
5
Yamane's Gothic Soundscapes in Castlevania: Bloodlines
Case Study: Analyze Michiru Yamane's approach to creating atmospheric, gothic soundscapes in 'Castlevania: Bloodlines' using the techniques above.
Case Study: Analyze Michiru Yamane's approach to creating atmospheric, gothic soundscapes in 'Castlevania: Bloodlines' using the techniques above.
Previous module
The Rhythm Section: Percussion and Sample Programming
Next module
The Broader Scene: In-House Teams and Arcade Ports