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large prime numbers writing a song called "ziggurat"

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Uploaded by on Apr 30, 2010

myspace.com/largeprimenumbers

this is a song that will, eventually, be called "ziggurat". it will serve as the soundtrack for a game that is, at present, code-named "ziggurat". at the moment, the songwriting process is probably about 4% complete.

this is only the "main riff". the song will eventually have a break, which we didn't bother rehearsing last night in the studio.

during the game, to be released in 2010 by action button entertainment, the dynamics of the music will change depending on the in-game situation. the drum beat might change, or the guitar tone might change (more tiny breaks, delay, drop out entirely, et cetera). the sounds of attacks colliding with enemies will, more or less, be notes on guitars or bass guitars, in the same key as the music.

the key of the song might change, depending on the on-screen situation.

so yeahhhhh. this isn't exactly something we're going to play live. it's something i am going to record hundreds of just-barely-different loops of in logic and tool around with meticulously.

and don't worry -- the obnoxious two-octaves-up digitech whammy effect was purely for comedy value.

several-days-later revision: the (two) break(s) are written, and this will be fabulous. also, forget what i said about the whammy being "purely" for comedy value. it is also for awesome value. this song needs to sound as stupid as possible and i (nor anyone else) can think of no better way.

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  • do you plan on using live samples or synthesized sounds?

  • @paste42 it's going to be a combination of the two, actually. i'm going to have synth replications of all the guitar parts, and then i'm going to record all the guitar parts separately (see our other, more recent video ("alive and hard") for examples of radical permutations of the other two riffs), plus varying permutations of vocal melodies, recorded both with voice and with synths. it's going to be hells of complicated! i don't even know how it's going to work!

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All Comments (19)

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  • Oh, and it was all at 60 frames-per-second with no visible HUD, by the way.

  • Man, I had a half-dozen images in my head for game ideas while listening to this, though I was slightly inspired by the ideas you've mentioned in your reviews and columns, Tim.

    Lots of shotgun shooting, werewolf killing, projectile deflecting, high jumping, and falling great distances. Don't know why I imagined the falling.

  • @nothingxs all that means is that you hain't seen us liveeeeeeeeeee

  • so far this is the best thing i've heard out of LPN

  • I enjoy this almost as much as seeing an artist's preliminary sketches.. which is quite a lot. I look forward to enjoying the finished product, in its intended context.

  • This sounds really good to me.

    I enjoy the the slow-mo sequences.

  • tim have you played everyday shooter

    jon mak is a good dude

    on an unrelated note, this video is great

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