Ninichi Music

Introducing the Game: Railed (A Casual Puzzle Game on Steam)

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Interview By Ninichi | Contact | Follow

Last year, I discovered Railed, a railroad puzzle game, at the time, in development by WarGem LLC. I was commissioned to work on the game music soundtrack and was so pleased to learn all about it! It’s an amazingly addictive game which is easy and fun to play but challenging to master. Here’s my interview with the maker of Railed…

Please tell us about Railed Express and what it’s all about!

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‘Railed is a railroad-themed, casual puzzle game where players connect train tracks between four destinations and a gold/silver mine. Railed is procedural and each game is different. Players start with $30 million dollars and make strategic tile placements with random track pieces. The high scores are tallied on a global scoreboard and players can build rank according to their scores.’ 

Where did the idea for this game come from?

‘Railed is based on an interesting pen & paper game, 30 Rails, by Julian Anstey. Although the gameplay has expanded in Railed, it still captures the original essence of the fun puzzle game.’

How and on what platform can you play the game?

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‘Currently, Railed is adapted to the Windows PC. Rolling train cars delivery railway tile pieces that the player places on a 6x6 game board in rows and columns corresponding to the color of the boxcar. These pieces can be rotated and assembled to connect railroads and ore mines. There are bonus track pieces along the way that add to the dynamic gameplay.‘ 

How long have you been working on it and how did you get into game development?

‘All-in-all, the development project took about 9 months, not counting a couple extended breaks. I began learning to program games in 2016 and this is my first release.’

What part does music play in the game and what do you think of it’s soundtrack?

‘Every great game deserves and requires a great soundtrack. Ninichi was able to capture the melancholic mood I had envisioned and set the tone perfectly with her original compositions. The music is relaxing and beautiful and players enjoy it very much.’  

What’s your plan for the game and after it’s release? 

‘After the release of Railed, the plan is to provide a free version of the game, called Railed Express, that could increase exposure to a larger player base. Until then, caring for the game and the customers is my main focus.’

Where can we play it?

‘The Railed storefront can be found on the popular Steam platform. Plans to publish on itch.io and Humble Bundle are also in the works.’

That’s awesome and very exciting. I’m sure that we all look forward to seeing how Railed develops and giving it a go! To check out other interesting indiegames take a look at:


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About the Interviewer: 

Ninichi is a freelance video game music composer & big supporter of indie games. If you need help with the music for your game or project, contact me now to explore how we might work together. 

Learn more About me (Ninichi) and check out examples of my game music here.

Introducing the Game: Arcadium (A Brick & Paddle Retro Game)

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Interview by Ninichi | Contact | Follow

After having worked with William Palma (@Gedorgames) on the game music to his new and exciting game Arcadium, I am really excited that it’s now on Kickstarter! Arcadium is a super fun game and here’s a little interview with William to give us some more information on it…

How do you play your game Arcadium?

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'Arcadium is played mainly with the mouse to control the paddle. The keyboard is used for the menus. Half of the game is pure brickbreaker action with the goal being to destroy all the bricks in the level. the other half has other goals like destroying enemies, bosses, or competing with opponent paddles & getting the most points or trying to get the ball past them in classic Pong style.

You lose a life if you lose the ball or the paddle gets destroyed. there are 3 different game modes for making the games easier or harder. I plan to have 7 sections of the game with ten levels on each section. the game also has a lot of enemies with their own movement and also powerups that help the player in the levels.'

What made you decide to create this game?

'Well, as a kid growing up in the late 80's and 90's I remember playing Arkanoid and similar games like Traz and Krakout. I always liked those games & i wanted to create something that connected me to my childhood and the retrostyle.

I also wanted to experiment with what I could do with these kind of games to make them more fun & add a little variation to the gameplay.  When I am creating this game i'm always asking myself: "How can I make this game as fun as possible?".'

What did you build the game in ?

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'I am making this game in a program called Game Maker which is really easy to use and great for both beginners and more experienced programmers. If you don't know any programming language and just want to have a quick start at making an easy game or just try and experiment with it then you can use something called the Drag and Drop (DnD) commands which don't require any coding.

However, I would advise people to learn the Game Maker Language (GML) as you can do so much more with it. I learned how to use the code and at first it was quite confusing since I did not have any experience with any programming language prior to Game Maker but after a while I got more comfortable with it and this game is made completely in the GML.  I learned a lot from trial and error and understanding why some things work and others don't.'

What's the game development process been like?

'When I first started on this game I did not think it would take that much time to finish, maybe a couple of months at most. However, I have learned that making games always takes a lot longer than you think since I have worked on this game for over a year.

I think what most people don't understand about making a game is that all the little things about it like fixing bugs, adding new enemies and bosses, adding new elements and functions to the game is really time consuming, as is the polishing & re-doing of things to make it better.  I constantly see things in my game that I am not happy with or that I know I can improve and doing all these things takes time, but every time I fix something or add new sounds or improve the graphics I always feel really happy about it even if it is just a small thing.' 

What is your plan for the music & what do you think of the tracks?

'The original idea was to have a track for each section of the game and I think I will stick with that. I also want a theme for the boss and a final boss theme as well as an introduction song and a song when you beat the game. 

I have enjoyed working with you and I am really greatful that you showed interest in the game and wanted to help me out with the music. I also appreciate all the help with the marketing and I hope that this article will help make more people interested in my game as well as your music and your talent as a composer. 

I really like the tracks and I think they suit well for the game. It is important to have music that you can listen to for a long time without being tired of it and I think that can be said about the tracks. I have discovered that I actually like the tracks even more now than when I first heard them.'

That's really great! Now a bit more about you - would you want to work in a team?

'Working in a team would speed things up a bit but I think I prefer to work mostly alone with my games since I want to be free in doing the kind of games that I like and not having to compromise on anything.  

I am not completely alone though since my brother has helped me alot with the graphics & making a lot of the sprites for the game and of course now I have you helping me with the music for which I am very grateful.'

Have you had any challenges along the way? 

'There is sometimes the problem of motivation! Sometimes I feel like working and other times I am not so motivated! I guess it depends on what I am currently doing, since some things are really fun to do & others things are boring but they are all necessary in order to make a good game.

Most challenges were in the early process due to the fact that I was a beginner and constantly got stuck on things. The most challenging thing about the game is to avoid getting the ball stuck inside something. Even if I had added a lot of code to fix collisions with the ball there are still things that i will have to work on. However, it has gotten a lot easier and I feel confident that I can do everything in code now. It is just a matter of thinking of a good way to do it since there are many ways to make something.  When I learned how to use variables everything got a lot more easier.'

Tell us more about you & how you got into game development... 

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'I was born in Sweden & grew up there with my mother & two brothers. I have always been quite calm and never wanted to draw attension to myself. I have always liked to play games both board games and video games.

I remember that my oldest brother used to own different computers like the Commodore 64, Atari and Amiga 500 & I loved to play computer games whenever I got the chance. Back then you used floppy discs that contained the games which you input directly to the keyboard. I guess the computer was built into the keyboard since there existed no hard drives then.

With the Commodore 64 however, it was even more primitive as you had all the games on cassette tapes, which you put into this thing that looked like a tape recorder with a three digit number that was always set to 000 and went to 999. You had a cassette tape with games and all the games had different numbers, so if a game had the number 073 for example you had to wait as the tape recorder slowly began rolling from 000 and upwards one number at a time. But, it stopped each time it reached a number where there was a game, so you basically put the cassette tape in and then played the first game it stopped on and then continued on until it stopped again and so forth. I also remember the startup screen - it had a lightblue background and white letters and everytime a game was loaded you had to type "Run" to play the game. I know that all of this sounds like the stone age compared to what we have now but back then that was the reality & no one thought it was slow or clumsy then! 

I grew up before the internet existed & before mobile phones were used. I am quite happy to have witnessed how everything has evolved when it comes to technology - especially the computer & video game industry.'

When it comes to me becoming a game developer it all started when I was on vacation with my family. We bought this magazine called 'Retro and Retro Gaming', which had articles about the gaming industry - how it all started, old games from the 70's, 80's, 90's and early this millennium. I found it fascinating to read about people who founded great companies who made computers like the Commodore 64 and Atari and also people who worked with making games and how the process was and what they said about games.

My interest in game making made me search for programs to make games in and i came across Game Maker, learned how to use it and here I am today making my first game. Thanks to the support of my family I can work on this full-time for which I am more grateful than I can put into words, I have the most fun and best job in the world.'

Arcadium sounds awesome! Let’s all go and support it’s development now on Kickstarter.


About the author: Ninichi is a game music composer and created the soundtrack to Arcadium (amongst other games/films/media). 

If you need some music for your game or project, contact me to explore working together now! Learn more about me (Ninichi) and listen to some of my game music.

Also feel free to explore Ninichi's music blog further for more interviews with game developers and tips/advice on marketing games and creating great game music. Follow me @ninichimusic

Introducing the Mobile Game: Mini Hospital - on iOS & Android!

Do you love mobile games and have you always wanted to run your own hospital? If so, this is a game that you have to check out!

Earlier on this year I, Ninichi, had the pleasure of connecting with Andrea, the Chief Pixel Officer (and much more!) at Twit Games, and I was super excited to learn all about Mini Hospital and to work on the game music soundtrack for it.

Read More

Introducing Fantasy Atmospheres 1 & 2 (Royalty Free Video Game Music)

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By Ninichi | Contact | Follow

Do you need some atmospheric background music for your video game or YouTube channel? If so, my Fantasy Atmospheres 1 and 2 music packs might be just what you need! 

I’m Ninichi, and I’m a game music composer. I create custom music for indie games, films, shows and other media. It’s a wonderful feeling to be involved in such awesome projects and to help bring them to life. I believe that music offers something unique which can really help to enhance a game or film and to shine a new light on it. However, not everyone is in a position to commission me to compose music specifically for them, which is why I’ve created these ready-to-go music packs!

That’s why I decided to create various video game music packs (see all music packs) which I hope will enable indie game developers on a tight budget, to still access and have great music for their games. My music packs are royalty free music packs, which means that once purchased, there’s no need to pay any on-going fee for using the music in your projects. So once you’ve purchased it, away you go! (Do note, however, that you are not allowed to create variations of the music or to sell it on in any way).

Fantasy Atmospheres 1 - offers a special collection of 4 ethereal tracks perfect for those magical moments. Tracks included in the pack are: Air, Eternal Star, Frosty and Lullalume. All are designed to create a sense of calm, magic and mystery.

Fantasy Atmospheres 2 - is a follow on and build from the first music pack. It has been created for those needing more variety and a larger collection of atmospheric tracks. This royalty free music pack includes the 4 tracks: Flowers in Spring, Transient, Whispering and Wonderous - all of which will take you on a journey into far away magical lands!

See Fantasy Atmospheres 1 and Fantasy Atmospheres 2 now.


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About the Author: 

Ninichi is a freelance game music composer & big supporter of indie games. If you need help with the music for your game or project, contact me now to explore how we might work together. 

Learn more About me (Ninichi) and check out examples of my game music here.

4 Ways to Source Music for Your Game

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By Ninichi | Contact | Follow

Music is an important element to any game. As a game music composer (see more about me!), I really believe that it helps to enhance the overall experience, to bring it all together and to set the general tone of the game. Great music can help to make your game more memorable, more fun to play and can even to make it stand out.

However, it is not always easy or obvious where to find the right music for a game or which approach to take. If you’re wondering what your options are and which way to turn, perhaps this article will help. There are also many other useful tips, articles and resources on my blog so do take a minute to browse through those as well.

In the meantime, here are 4 of the main ways to source music for your game:

  1. Stock music library

  2. Asking friends or a student / amateur musician

  3. Hiring a composer

  4. Making it yourself

1. Stock Music Libraries

These are also sometimes referred to as royalty-free music libraries, production music libraries or simply stock music. For those on a really tight budget, stock music can be a good option as it offers a variety of music available to use on a royalty-free basis, at a very low price. Some music is completely free, sometimes it requires attribution, other times you’ll have to pay but usually a low fee between $5-75 per track. Here are some of my tracks available to license on a royalty free basis.

There are also music packs available from certain sites, which are often even cheaper. They offer many tracks that you can download in one go and which can essentially make up your entire soundtrack. However, there are downsides to bulk packs and stock music generally in that they won’t be customised to your game and so are unlikely to fit perfectly and creating consistency across a full soundtrack can be tough to do.

It can also be quite a time consuming process to go through lots of tracks to narrow down and find something suitable for your specific needs. See the article: Pros & Cons of Using Royalty Free Music in Games to explore this a bit more.

2. Asking friends or a student / amateur musician

Do you have a friend who could help with the music? Is there a student or wannabe composer who might jump at the chance to get involved with your game? If so, this could be an avenue for you to explore further.

Friends are often happy to lend a hand, especially if it’s your first game and there are many student musicians and hobbyist composers out there who may get excited when they learn about what you’re developing. The downside with this option is usually to do with time, quality and reliability/accountability.

If you’re relying on someone to help you out for free, it’s difficult to hold them accountable to you and to make sure that they deliver what you need, when you need it. This can be absolutely fine if you too are a hobbyist and/or are just trying things out for fun, however, if you’re serious about getting your game to market then you may want more ‘serious’ folk in your team.

For composers/musicians starting out, their experience may be lacking and so you may find that the quality of music and the ease with which you can communicate and work with them is challenging. You’ll need to be patient and to be willing to spend time guiding them. You may need to spend time going back and forth quite a bit until each track starts to sound like something you’d like to use.

3. Hiring a composer

This is probably the most ‘professional’ route you could take and so if you want high quality music, which is customised and created specifically for your game, this is the best option for you. It does, however, come at a price, and so you will need to be willing to invest in the music to your game. (See 5 Reasons to Invest in the Music to Your Game).

There are many different types of composers out there, with some specialising in certain styles/types of music and some specialising in certain fields – so not all composers will have experience creating game music for example (they may be a classical composer or a film composer), and so it’s important to learn as much as you can about them and their music and composing experience, before deciding who you want to work with.

This is why I make it easy for people to listen to examples of my game music and to see my credit list and testimonials so that you can hopefully get a sense of what I’m about: - what I’m like to work with, my experience and music. This is the type of things to check out when trying to decide who you might want to hire and work with.

Here are some tips if you want to explore this further: 5 Top Tips for Hiring a Game Music Composer for the First Time

4. Making music it yourself

If you are a musician and feel that you have all the skills needed to create great music for your game, then I’d definitely consider this as an option. The great thing about doing it yourself is that you will have full creative control. You can decide what you want, when you want it and when it’s good enough for your game.

The downside though is that if you take the time to create the music for your game, that’s time taken away from possibly doing something else. So, you will need to have that time to dedicate to the things that you feel are important or you will need to prioritise and think carefully about how you want to spend your most precious commodity.  Making music can be an incredibly fun process if that’s your kind of thing, however, it is very time consuming. So think carefully about what’s right for you.

See Pros & Cons of Creating Your Own Game Music for more on this.

Those are the 4 main ways to get music for your game. I hope this has been useful for you and helps with your decision-making and next steps. It is also very possible to combine some of the above options and so don’t worry if you’ve made a start down one road but feel you might want to explore another.  It’s still all very possible to do. If you want to talk through this some more, contact me to explore how I might be able to help you with your game or project. Good luck! 


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About the authorNinichi is a game music composer and music enthusiast. She has composed the soundtracks and music to several indie games, films, tv shows, podcasts and more. Contact her: to explore working with her on your game, film or media project.

Check out examples of Ninichi's game music & read more articles like this on Ninichi's blog

Follow her @ninichimusic

Introducing the Game: Calico - Out on Kickstarter Now!

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Interview By Ninichi | Contact | Follow

What is Calico all about?

Calico is a cute and cozy community sim game where the player is a magical girl who inherits a cat-cafe. They are tasked with filling the cafe back up with new fuzzy friends, furniture, and wonderful baked goods. ‘

Who’s it for & where did the idea come from?

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‘Our game is for anyone who loves cuties, pastel, magical girls, or just needs a nice break in a cat-cafe. I was surprised when we started, at how few other games there were like this. The most exciting thing for me is that you will be able to pet and interact with every animal, including play with cat toys, and being able to play with animals you wouldn't in real life, like red pandas! We also have a magical aspect which will allow the player to do things like enlarge the cat to ride like a horse. Who wouldn't smile at that?’

When will we get to play it?

‘If funded, we expect to release some time in 2020, but for those a bit more impatient we have a demo releasing along with the Kickstarter! Check out our Kickstarter page to see how to download it.

Our game is set for PC, but has the potential to be on any platform depending on demand and funds.’ 

Tell us about you! Who’s been involved in creating this wonderful game?

‘Calico is the first game being produced by CatBean games! We're a small team of only two people based in Seattle, WA. The first half (me) grew up in NYC and then Minnesota, coming to Seattle 5 years ago for the game dev scene. Before this, I worked as a freelance illustrator, as well as a community manager at various companies including Microsoft and Holospark. Our other half, Andrew, moved here to Seattle from Illinois and previously worked as a programmer. He switched to learning Unity programming, and is the more technical half of our team.

We've also been working with a few incredibly talented individuals for areas that the two of us can't cover. 

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Freelance Composer Ninichi (ninichimusic.com | @ninichimusic) is our music magician, creating adorable music to to go along with adorable visuals. 

Diego De la Rocha (diegodelarocha.com | @diegodelarocha) has been helping us with animation, creating super cute magical girl movements.’

Why have you launched a Kickstarter & what are you hoping to achieve from it?

‘We wanted to try to avoid relying on a publisher if we can, seeing as our game is centered around themes not generally represented. We're hoping with the Kickstarter that we can raise enough funds for living expenses to allow us to work on the game full time.’

Why should we support you & what rewards are on offer?

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‘I hope that anyone who is like me and has wanted a game like this to exist for a long while will find everything they wanted in Calico. I believe we need way more cute and cozy games, and hopefully people agree!

I'm very excited about our Kickstarter rewards, a few of which involve putting your own pets into the full game!’

Where can we find out more? 

What are your plans after the Kickstarter?

‘Our first plan is a little self reward. We will be donating to the Woodland Park Zoo in Seattle, WA for the chance to get up close with a real Red Panda! 

After that, it's going to be some intense time at our desks, trying to make Calico the best, cutest, and most heartwarming game it can be!’

Wow awesome! Thank you so much for sharing everything with us. I wish you the very best of luck with the Kickstarter. Everyone please show your support for this heartwarming game now by visiting calicogame.com!


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About the Author: 

Ninichi is a freelance game music composer & big supporter of indie games. If you need help with the music for your game or project, contact me now to explore how we might work together. 

Learn more About me (Ninichi) and check out examples of my game music here.

8 Top Tips on Building a Strong Working Relationship with a Freelance Composer

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By Ninichi | Contact | Follow

Are you thinking about hiring a freelance composer to work with but aren’t quite sure about how it might work or how to ensure that it works well? If so, don’t worry. It is a completely natural feeling especially if you’ve never worked with any freelancers before and it’s important to address your concerns and to make sure that you find the right person for you and your project.

I’m a freelance music composer and have worked with clients and projects all over the world – including working with game developers, filmmakers, podcasters, TV producers, marketers and more (see my homepage to get to know me, Ninichi a bit better!). I work from my home office and have never met many of my clients, yet my working relationships with each one feels really strong. There’s a sense of trust, my clients know that they can rely on me to get the work done and done to a high standard, and that I will always do my best to create music that embodies their visions. They also know that I will always be there to respond to their needs whenever they have something to say, ask, explore, feedback on or to work on further.

I can only share what I have learnt through my own experiences but hope that these will be helpful to you in ensuring that you are able to foster strong working relationships with the freelance composer and actually all freelancers that you decide to work with. So here are a few tips and ideas that come to mind but in essence most of it comes down to good communication.

If you aren’t able to communicate effectively with a freelancer, whether that is a freelance composer or any other freelancer, you won’t have any chance of building a strong relationship with them. This may sound obvious but is so critical and important that I believe it’s definitely worth mentioning. So…

1. Be open, honest and upfront

That is about what you want, need and are hoping for in relation to the music you require for your project. The more you can say about what you’re looking for, the easier it will be for your prospective freelance composer(s) to determine whether or not it’s something they can help you with or not.

2. Offer constructive feedback

Make sure that you are clear about what you like and don’t like about what they’ve done and guide them towards what you’re looking for, but don’t be harsh and be sensitive to the fact that they are most likely trying to deliver good work to you, so if it’s not right the first time, try to be patient and understanding. To do this well check out: How to Communicate Effectively with a Composer.

3. Keep your communication channels open

Make sure that you’re there when they need you. They may want to ask you some questions or get feedback from you on their music. Try to be as prompt as you can in offering your thoughts and in keeping the momentum going. If you’re both available to each other when you need each other, working together will feel quite smooth and easy.

4. Make sure that there isn’t a language barrier

It’s a little tough to say but in truth, everyone needs to be able to communicate with a work colleague (freelance or otherwise) at the same sort of level, so if you feel that they aren’t understanding what you’re asking for, then they aren’t the right freelance composer for you.

5. Don’t get hung up about terminology

Your composer is the specialist in music. You aren’t expected to be nor should you try to be as it could end up confusing everyone. Just try to explain in as simple terms as you can, what you’re after – in terms of mood, style, context for the music etc. and you should be fine.

I myself tend to ignore most music terminology. Obviously I know some and have been trained but I don’t find it helps to use it. I believe that keeping things simple is much better for everyone. Music is universal and there are many different ways to describe it – so go with whatever makes the most sense to you and a good music composer should be able to turn that into something grand! Also see: How to Work Well with a Game Music Composer

6. Listen to their music before contacting them

I find that the people I work best with are those who have taken the time to look around my website and listen to a few examples of my previous works. That means – checking out my music show-reels, looking at my credit list, listening to different examples of my music, and generally getting a feel for the type of music I compose.  If you understand what your freelance composer is capable of, you can get a sense of what’s possible for your own project and you can determine this yourself to some degree by listening to what they’ve done already and seeing if you like it. 

It’s also easier to work with people when they pick out certain tracks that they liked from your previous works as it gives me a great indication of the type of sounds, style and moods that they particular like.

Also see: How to Choose a Composer for Your Indie Film or How to Choose a Composer for Your Game

7. Offer reference tracks as a style guide

In order to help your freelance music composer understand what you’re looking for and what you have in mind music-wise for your project, it can really help to have reference tracks.

This can be there to offer inspiration and to help the composer understand the mood you’re hoping for, the musical instrumentation that you like and are imagining for your project and the flow of the kind of pieces you like.

8. Don’t micromanage but don’t be elusive either

In order to build a strong working relationship with your freelance composer, don’t micromanage them. The last thing they want is to be having to report back to you every hour or so. They need time to get into the creative zone and to focus on creating great music for you and your project. So, you need to be able to trust whoever you’ve chosen to work with, to be able to get on with the task at hand and to deliver great music to you when they’re ready to.

At the same time, don’t be elusive. Don’t be hard to contact or slow in responding to them if you can help it. Getting feedback on music quite quickly after it has been done is really helpful for composers since they’ll be ‘in the zone’ and it can be really useful to keep that momentum going and to continue working on your project whilst it’s ‘hot’!

If you're looking for a freelance composer to work with and want to have a chat, feel free to contact me now. I'm more than happy to help and explore things further with you. Also check out some of my other articles in case they're helpful too:

Need help with music?

Let me help! Get in touch now :-)!


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About the authorNinichi is a freelance composer and music enthusiast. She has composed the soundtracks and music to several indie games, films, podcasts, web series, commercials and more. Contact her: to explore working with her on your game, film or media project.

Follow her @ninichimusic

Introducing the Game Music for Tank Tank Rush

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By Ninichi | Contact | Follow

This is the third article in the 'Introducing the game music' series. Each one tries to offer a little bit of insight into what lies behind the music for a specific game I've worked on. As a game music composer, I really enjoy the process of connecting with and working with such a wide range of talented game developers. I've found that each one has their own vision for their game and it is my job to help ensure that this vision is brought to life through the music and the game's soundtrack. 

Now, let's take a look at Tank Tank Rush... 

What is Tank Tank Rush?

Tank Tank Rush is unique blend between an artillery and side-scroller game, created by the amazing talented Antonin Duboc (@PutschMobi) - owner of Smart Game Studio. In the game, you control a soviet army tank and fire your tank gun at the enemy. The game is set during the Great Patriotic War on the Eastern Front and this is where all the action happens!

The game is still in development, but it's definitely one to watch for those who like shooting things and like a bit of tank fun!

What’s interesting about the music for this game?

The setting for this game makes it quite unique and required quite a specific style of music i.e. a USSR style military march. I worked with Antonin – the solo developer to the game, and composed the theme tune to Tank Tank Rush.

The track gets played in the game during the start menu and so it sets the scene for the game and is the first thing that one hears when looking at the game.

I was asked to create something that has a mix of feeling solemn and being something that one might listen to before going to war i.e. something that gives you courage for battle.

I wanted the game music to sound quite distinct and to work well with the look and feel of the game.

Antonin was also very clear that he didn’t want any other music within the game itself and so I felt that it was important to make this main theme tune track something special.

How did I go about creating the music for this game?

I listened to other music from this era and in this style to ‘get into the zone’. For me this is always an important step in creating any new piece of music as it gives me a good sense of the style when something specific is needed and is also a great source of inspiration and ideas.

I have experience in playing military style music and have heard quite a bit of it in my time. I’m a classically trained musician and used to play in various orchestras and so have a solid grasp of what an orchestra can do. I’ve also actually studied a few of the Russian composers in the past and so felt quite comfortable with this style. I’m very lucky to have had a lot of experience across a wide range of musical genres, which I think helps me a lot when it comes to being able to compose for different projects.  I love listening to different kinds of music and the variety that comes my way when being asked to work on and create new music. 

Any other thoughts or tips when creating game music?

I've created the music for several indie games now (have a little listen) and absolutely love it! One of the amazing things is how different each game can be and therefore, the wide range of music styles I've had the opportunity to create music in.

One thing I'd say is not to limit yourself when deciding what kind of music you think could fit your game. Take the time to explore different styles and to understand what you really like yourself vs. what you feel others may like to hear when playing your game. You don't have to do what others do necessarily either. Let your creativity flow and let your composer work with you to find a unique sound for your game. (Also see: How to Communicate Effectively with a Composer)

When creating music for a game, it's always important to fully understand the setting for where the music fits with everything, so that when composing, you can create something that will enhance the gameplay and immerse people into that world and specific section of the game. 

All music in a game is important I feel, however, the main theme tune should certainly be given extra attention since it's the tune that should stick in people's mind for a while and that they are most likely to associate with your game. 

I hope some of this has been interesting! Good luck with your game development and if you'd like some custom music for your game, get in touch!

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About the authorNinichi is a freelance composer and music enthusiast. She has composed the soundtracks and music to several indie games. Contact her: to explore working with her on your game, film or media project.

Check out examples of Ninichi's game music compositions and soundtracks & read more articles like this on the Ninichi music blog

Follow her @ninichimusic