Carlos Eiene Interactive Music Reel
Listed below are examples of video game music that I have previously implemented in FMOD that utilize interactive music functionality! This page is unlisted from the rest of my website and must be accessed directly via a link.
“Rain River (Ghost Town)” - Breeze in the Clouds
In this track, I use parameter-controlled volume, EQ, and reverb automation to create the effect of coming across a lively saloon while walking through a rainy ghost town. Ambient rain sounds, saloon piano music, and the base environment track loop asynchronously from one another to create a seamless environment change.
Composition & Implementation: Carlos Eiene
From “Breeze in the Clouds” (In Development by Stormy Nights Interactive)
“Deductions” - Attorney of the Arcane
In this track, I use vertical re-mixing and a beatmapped horizontal transition to an outro to underscore the intensity of a deduction sequence, in which a player has to complete several logical challenges in a row to progress.
Composition & Implementation: Carlos Eiene
From “Attorney of the Arcane” (In Development by Diamondhenge Entertainment)
“The Juxtaposition” - Breeze in the Clouds
In this track, I use a beatmapped horizontal transition to progress music through different phases of a boss fight, while still keeping the beat and groove consistent.
Composition: Michael Staple
Arrangement & Implementation: Carlos Eiene
From “Breeze in the Clouds” (In Development by Stormy Nights Interactive)