This links to my personal soundcloud page, where I have uploaded all music made for the game (which was composed, mixed and produced in LOGIC.) Each track is entitled with the prefix ANOMALOUS as to avoid confusion.)
Menu: The menu music was written to inspire an inquisitive, yet hypnotic atmosphere. Using a pentatonic minor key played at a low tempo with some basic rhythm flourishes to evoke an aura of intrigue and mysticism. I feel this menu music stands as an effective prelude to the narrative of the game.
Reactor Room: This piece of music was written as cinematic accompaniment to the spoken narrative occurring when the player activates the main engine reactor. The piece is written as two-part build up. It starts with ambient machine/energy sounds which intensify as the melodic arrangement begins. The first, a high frequency drone/pad, which is then followed by a manipulated flute timbre that raises in minor scalic steps. This is to evoke a sense of 'happening' as the music builds into the first section's crescendo. The second section of music introduces a regular kick drum beat as to symbolise the workings of a machine/engine, linking directly to what is happening visually (contextually) in the game. Long held bass notes and syncopated snare hits arrive after the introductory two kick beats, to give a sense of motion and dynamism as the reactor begins activating. The flute and bass melodies then build using the high frequency drone/pad as a chordal base to establish the crescendo stating the end of the track/music.
Archives & Ending: This piece of music accompanies the final scenes of the game. Again, it begins with engine/energy noises as an introduction to a solo piano. The solo piano track has been edited with reverse echo and 1/2 beat reverb as to follow a ‘horror’ archetype of the notes sounding like they are being ‘sucked’ into reality. The keys of the piano follow a diminished scale for the first section, then as the bell timbre enters, the piano slows to chordal stabs that variate between minor chords and dissonant chords of the same key to retain melody. This symbolises the bleak and epic nature of the narrative denouement, and closes the game appropriately as you stare out at the starscape of the final room.
(There were several tracks that weren’t used in the game, and I will include them in the playlist I will have playing through separate headphones at the summer show to show the other ideas I had for the game that we as a team ultimately decided not to use due to the length of the game narrative.)























































