You'll probably notice I have made no posts besides this. I just joined dubstepforums today because : A. I fucking love dubstep and B. I'm looking for an artist to collab with.
Its hard to believe noone has really used dubstep to score their games yet, except for some possible examples on newgrounds.com.
I want to change that. Dubstep's fluid brutality is perfect for excentuating the badassery in games.
I am running an indy game with about 8 friends and fellow game developers. Our programmer is a 6th year vet at Blizzard, Im at Microsoft, another is at Petroglyph and one at iD. No shit. We're pros, and we are all working on a brutal side project called Grim: Strange Case. Its not for profit and is a vanity project for all of us. check it out here http://www.moddb.com/games/grim-strange-case/images
Obviously we want to score it with dubstep. We all agree Grim, aka Jack the Ripper, needs to be dicing fools up with some filthy dubstep in the background.
Whats not obvious is how we're going to use the dubstep.
We want to mix the different elements(bars of each instrument) of the score by triggering them with gameplay. Forexample baddie types, special moves, damage taken, player speed and such will all effect/start/stop a musical element eg: drums, bass, synth.
All these elements would be mixed in and out based on whats happening in the game. More succinctly put, gameplay driven mixing.
I've prototyped the music mixing system in UDK and its bad ass magic. Everything mixes on cue and matches up with proper mix points so shit never comes out of time.
Hit me up if you're down to be our music guy.
patrick.loughman3d at gmail
or gchat @ doomstagg at gmail
cmon... Jack the Ripper vs Jeckyll and Hyde...with demonfire monocles...it needs dubstep

