Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Iperneural

7
Posts
1
Topics
1
Followers
1
Following
A member registered 72 days ago · View creator page →

Creator of

Recent community posts

(1 edit)

Honestly, the amp sim is the smallest part of it , and that limitation is easy to remove: NAM (Neural Amp Modeler) is free, and Tone3000 is full of free captures. I run NAM Gateway with a 5150 and a VH4 capture from there and never look for anything else.

The wall comes from three things, none of them the amp:

- Double-tracking. Two separate takes of the same part, hard panned L and R. Not a duplicated track nudged in time , an actual second performance. The small differences between the takes are the width.

- Less gain per track than feels right. Gain stacks when you layer, so two tracks at moderate gain sound bigger and tighter than two maxed out. Both maxed just turns to mush in the middle.

- Different IRs on the two sides, and a high-pass around 80–100 Hz on each. The weight isn't in the guitars, it's in what sits under them, if the guitars keep their own low end there's nothing left for it.

And on my end the wall isn't only guitars. A good part of the weight is synth: I use Omnisphere for the bass and for dark ambient layers behind the riff, and that's what pushes it towards industrial rather than just loud. The bass is often a pure sine at the bottom, layered with something richer on top , the sine alone has no harmonics, so on phones and small speakers it disappears; the upper layers are what make it audible there while the sine carries the actual weight. The plugin doesn't matter, Vital and Surge are free and do the same job. The principle is that the guitars carry the mids and the attack, and something else carries the size.

No muting homework from me. The only honest catch with doubling is that two loose takes panned hard sound twice as loose, so it's worth tracking in short sections instead of full passes.

Thanks for listening, and for the precise notes, I agree with both.

On repetition: the whole track sits on a Dm–G pendulum in D Dorian, and the melody is essentially one cell that gets re-orchestrated rather than developed. The build is all texture as layers and drone thickening over time, not melodic. What's missing is a second voice that answers the main line and eventually interacts with it. I suppose the harmonic frame could carry that easily, 

On the opening: it's mainly a timbre problem. The electric guitar goes in too early and with too much edge, so the first minute reads as tension rather than memory. A cleaner or more distant sound for the entry was maybe what it needed.

Most of my effort went into sound design, so it's good to know that part lands. Useful feedback for the next one. Enjoy the rest of the jam!

The pendulum was the one idea I was sure about, so I'm glad it reads as "endless" rather than just repetitive. You're all right that it needed variation on top of it. The texture build is the part I'd keep. Thanks for comment ChwrlueThe4th.

Hi Arievix, fair point on the background layer: it never really steps back to give the melody room, and that's part of why the nostalgic arc from level 2 doesn't land. Sound design is where I'm focusing my work right now, so it's good to know that side comes through. Thanks for feedback

Thanks uyGuy, the NIN reference is a compliment I'll take gladly. You're right about the cyberpunk drif,  the electric guitar pulls it that way, and it's exactly the element that made the opening less nostalgic than the brief asked for. Agreed on the riff too, it needed the other layers to take over more. Glad the guitar tone is useful to you, feel free to ask about the chain.

Hi sqiao01, thanks for the kind words!

Honestly, I'm probably not the right person for this one, I work solo with my own material (guitar, synths, sound design), so no voice actors, no external scripts, no wrapped sessions. If a take turns out bad, I just re-record it myself on the spot.

So no real revision workflow to speak of on my end — but good luck with the research, sounds like an interesting problem space. If you ever need input on the composer/sound design side of game audio, happy to chat.

Hi everyone,

I'm Iperneural, a composer and sound designer working in dark, atmospheric and industrial territory — evolving textures, tense ambiences and cinematic moods. If your game leans horror, sci-fi, thriller or anything that needs atmosphere with an edge, that's my home ground.

Background: 27 years as a guitarist (metal / cinematic), now deep into synthesis and sound design. I build sound from played and processed  sources, no AI. Influences in the vein of Nine Inch Nails, Mick Gordon, Opeth.

I'm looking to collaborate on game jams and indie projects — to build my game-audio portfolio and work with devs who care about sound as part of the experience.

🎧 Hear my work: https://iperneural.bandcamp.com

Feel free to reply here or reach out. Happy to talk about your project's mood and what the audio could do for it.