Introducing the Game: Indie Developer Survival

By Ninichi | Contact | Follow

I'm so excited to be introducing you to this wonderful indie game called Indie Developer Survival. It's a game created by the Fairy Axe team and is about the survival of a lone indie developer. As this indie developer you are trying to make a living by creating games. Will you survive? Or will you be lost to the madness of working in an ordinary store? Doesn't this sound familiar - and isn't this a great game to explore further!? 

I had the pleasure of composing some music for this game and am now very happy to share my interview with Link Hirvelä, one of the creators of Indie Developer Survival...

Who are you & what is ‘Fairy Axe’?

'I am one of two developers of Indie Developer Survival. I currently do programming, art and design in the team. Fairy Axe is a team of two people. Me and Simon, who works with sound and music.' 

How would you describe the game you’re making? 

'The game we're making is a survival, management type of game. It is about a lone developer who lives in an apartment, trying to make a living out of making games. Going through the development hell, the stress and the need to actually have money to eat, pay rent.' 

Out of all the games you could have made, why this one? What makes it special?

'We felt a need for a personal game. So this game has some relatable moments to our own lives as developers. We wanted to tell a story about the development and let people live through it. Everyone that has worked on the game so far has had some personal ideas from that come from ourselves. So we hope that other old and new developers will relate to the game. Also players that are interested in games and development get some insight. It is very target towards indie developers but we all have started from somewhere. That is what so special with it for us, it is not just a game it is almost a biography of development.'

What’s the game development journey been like? Have their been any challenges along the way?

'The challenge has so far been designing it both to be entertaining and interesting. There isn't too many games that you can get inspiration from and as always finishing games can be soo difficult. About the middle of development when you reach what we call here in the office as "The pit of despair". When you just have to bite the bullet and chip away at the work. But overall the journey has been so far great, we have learnt alot about ourselves and we're making a game about the journey. We have the luxury of seeing ourselves in stress aswell as in the game, such meta.'

Why did you decide to work with me on the music for the game? 

'Why we wanted to work with you was to get some variation in the music that we have in the game. We were looking for something that could define what the games music could be, we had a few ideas how the music could feel. But not as much of how it actually would sound.

How important is music in your game?

'Music is greatly important, it is one of the best ways to contribute to the feeling that the player goes through when playing. An example of music being important is in Dark Souls, the enemies in that game has a 4/4 rythm of their attacks with exception to one boss with a 3/4. The music is embodied in the game. As a developer we can direct and navigate the players with music.' 

Thanks for sharing your thoughts. Here's a sneak peak at that game music track I composed for you...

What do you think of the ‘Le Fairy Noir’ track?

'The "Le Fairy Noir" is the track that we absolutely wanted, we really wanted a noir track for the beginning of the game and it is lovely, it is great to start the menu just to listen to the track. It goes through the feelings that we wanted to feel. We hope our players also will love the track!'

I hope so too! It's been wonderful working with you on this. To find out more about this game and the Fairy Axe team check them out at:


About the author: Ninichi is a game and film music composer. She works on a range of freelance composing projects supporting talented game developers and film makers with their music. 

Want some great custom music for your game? Listen to Ninichi's game music and contact her now to discuss your game music needs.

Follow her @ninichimusic

Why Music in Games is So Important

As a game music composer, I believe that the music that one chooses and includes in a game is really important.  I think that in some cases, it is easy to underestimate the impact that great game music can have on a players experience and perception of a game. This is an easy mistake to make but I am hoping that this article will help to convince you of the real potential that well chosen and well placed music can have in your game. 

Read More

Introducing the Game: The Whaler

By Ninichi | Contact | Follow

Where did the idea for 'The Whaler' come from?

'The idea has been around for about 6 months, and came from the love of naval games. I remembered playing my first naval game in the 90s, I don’t remember the name but you could be a commander on a galleon and you would shoot on other ships lined up next to you. So I was thinking “How cool with it to have a game where you could explore the whole ship and it all felt alive” and it kind of grew from there.'

What's the game about, how do you play it and what makes it special?

'The game is set in the time 17th – 18th century, and it’s a first-person trade sim from the booming of the whaling trade. You will command the ship and do various tasks such as transporting goods from A-B to earn money, hunt different whales for extra profit, craft resources for skinning and upgrade gear, upgrade your captain’s cabin to make it look all neat, open trade routes and discover islands where you can find some extra goods and do crew integration. You will also be challenged with storms and other NPC/Players going after your goods depending on the zone.  

What makes it special is that there is not another game like that out there, if you like simulation games like truck driver, silent hunter and naval games, this will appeal to you.

The vertical slice/prototype will have the core gameplay design like ship navigation, crafting, trading and whale hunting. Since this is so ambitious we have to start small and add as we go.'

Who are you and your team?

'It's myself (Tommy) project lead and I do modelling, animation and texturing.

Mike: Who has over 10 years programming experience and worked on games like LOL and Resident evil.

Fab: A freelancer artist who is making the ship for the prototype, has worked on many Hollywood movies such as Narnia 3 (he made the ship).'

What are you using to develop / build the game?

'The prototype will be in Unity.'

How's this going?

'It`s going really good, we are working hard to get the VS out and ready. It’s going to be very powerful so it has to be done right.'

What are your plans for it?

'There are a lot of plans for this game, obviously, I can’t talk about all of it, that would spoil the fun. But the general plan is to get the VS ready and start looking at other funding methods so we can grow it the way we want to.'

What part does music play in the game?

'It plays a huge role, the music from that era is going to set the feel for the game so it must be top notch, this we can go more into when the VS and funding is ready. But we have a lot of options regarding this. There will be a demo of the OST sometime next week with some music.'

Great stuff! Here's a sneak peak of the track:

Is there anything you want to say about the 'Ocean calm' track?

'Luckily Ninichi has been very good to work with, and she works fast. I can totally recommend going to her if you are an indie, its definitely worth it!'

Where can we find out more about the game?

'You can check us out on http://www.indiedb.com/games/the-whaler-working-title and also on Twitter @trym_studios for more information.' 


About the author: Ninichi is a game music composer & 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.

Explore Ninichi's music blog further & follow @ninichimusic

12 Great Places to Find Sound Effects for Your Game or Project

As a composer for games, film and other media, I am often asked about sound effects and where to find some for various projects. I myself specialise in music only and so I don't create sound effects - however, there are many resources online which offer great audio clips for various uses. Many of these are free to use, some requiring creator attribution and some not at all. Others do charge for the sound effects but they don't charge much, so they're worth exploring too. I've attempted to list some of these sound effect libraries in the hope that this is a helpful reference for you...

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Introducing the Game: Robber Docks

Screenshot from Indie Game Robber Docks

Interview By Ninichi | Contact | Follow

Who are you and what is your game about?

'Sheepwith is a homage to cave flyers with a twist - you fly a one  seated plane that has a rope attached to it. With it you can pick up and transfer objects and animals.  The main object of the game is to save sheep to their pens and fly the plane safely to a home hangar.

Robber Docks is essentially me (Ike Lindell) and Sheepwith has been my solo project'

What has the process been like & do you have any tips for other game developers?

'When I was a kid I played this game called Sopwith made in 1984 by David L. Clark. I enjoyed it so much I've started making more than a few Sopwith Camel flying games since.

Sheepwith started as what was supposed to be a small weekend project. I made a prototype of a plane that could pick up sheep with a rope and it seemed like it could be something. After developing from there it started getting positive comments on Twitter which gave me more inspiration to continue making it bigger and better.

What has been working well for Sheepwith is redoing the same stuff. Most of the time when you redo an asset it can only become better so don't be afraid of ruining your progress so far. Although this has given me good results, it's always important to save multiple backups.'

What makes your game different?

'If all goes well cute animals, fun gameplay and catchy music will win  the game for Sheepwith and attract the attention it deserves. I've directed my focus in creating fun and challenging levels delivering excitement and fun for multiple hours.'

What is the music like in your game?

'After much consideration I decided Sheepwith would have funk to accompany player's flight. Funk has the groove that a good flying game needs. I'm working with a familiar musician who's composing away to bring fun and catchy music for Sheepwith and for your enjoyment.'

What do you think of game music generally? Any favourites?

'I was born in the '80s so many of my favorite soundtracks from my childhood games are considered retro today. I enjoyed music from Commander Keen, Jazz Jackrabbit, Mega Man, Lost Vikings etc.

When I draw game graphics I usually listen to music to get the creativity flowing. For Sheepwith Kohina.com that plays old school chiptune music has been playing and inspiring in the background a lot.'

How will you market your game?

'As we can't really afford to spend on traditional marketing, every retweet, mention and post helps bring Sheepwith to the players. We plan on contacting YouTubers, web columnists and websites asking about their interest in writing about or streaming Sheepwith.'

Where can we get the game and why should we play it?

'The game has been released and is available at: https://robberdocks.itch.io/sheepwith 

If you like planes, fun gameplay, colorful scenery and cute animals,  you'll love Sheepwith!'


About the author: Ninichi is a game music composer & supporter of indie games. If you are looking for some help with your game music contact me to explore how I can help.

Learn more About me (Ninichi) and have a listen to examples of my game music.

If you enjoyed this article explore Ninichi's music blog further & follow @ninichimusic

How to Stay Motivated to Complete Your Indie Project

Business woman cartoon-style standing next to a lightbulb made up of cogs

By Ninichi | Contact | Follow

As an indie game developer or indie filmmaker, one of the toughest challenges in your creative journey is staying motivated through it. If you’re working alone or even in a small team, maintaining that energy and enthusiasm through the various stages of your project can be really hard – especially each time you hit a stumbling block, which you inevitably will.

As a music composer I have supported various game developers and filmmakers, helping them to realise their exciting concepts and to bring their games and films to life. Being a part of the process is a real privilege and if I can – I like to help others where I can, so here are some tips that I hope you will helpful:

1. Know why you’re doing this

What’s driving you to make this game or film? What’s exciting about it and which aspects do you really want to get your teeth into? Know what the reasons are for doing this and jot those down. Keep them close to you as a reminder and motivator. Know the purpose of this whole exercise and experience and think about what you’re hoping to get out of it.

2. Establish what you want to do (and what you don’t want to be doing)

What areas do you want to be involved in and which areas aren’t so interesting for you? Often people lose motivation when they’re stuck doing something that they never really wanted to be doing in the first place. Creating a game or film requires lots of skills.  You may not have all of these skills and you may or may not want to develop all of these skills.

There is nothing wrong with not wanting to learn absolutely everything and in finding others to help with those key areas.

3. Set some achievable goals & reward yourself along the way

Try to make a plan with some goals, milestones, and targets for you to aim for. Break it down into manageable tasks so that it doesn’t feel overwhelming and each time you make a break through – celebrate! There will be many steps along the way and it’s important to know what those steps are, to keep moving forwards and to appreciate how far you’ve come.

4. Build a support network

Find people who can support you through your game development or filmmaking journey. These could be people who:

-       Have done it before and can share experiences

-       Are creating their own games / films now – who are in the same boat

-       Can offer expertise in specific areas e.g. music / sound effects / art etc. 

-       Can form part of your team – and work with you to complete the project

-       Are enthusiastic about games / films and can be supportive and loyal fans

5. Invest real money into it

I’m a big believer in investing in projects that you really want to work and believe in. This means investing both your time and money into it.  If you put some financial investment into it (it doesn't have to be masses by the way - just a little is fine), this means you’ve got some skin in the game and you have to make it work. 

The amount of investment is completely up to you - but if you invest in the game (in the assets / sound / your team), or your film (the crew / cast / music etc) - you will have that extra drive and need to make your project successful. Failure will not be an option and you will make it happen! 

6. Tell people about what you’re doing

Don’t be shy about your game or film. What you’re doing is exciting, brave and challenging. Your friends / colleagues will most likely be really supportive and could be helpful along the way. Another key reason to shout about it – is that often when you tell others that you’re going to do something – by having said it out loud – you will hold yourself accountable to making it happen and staying true to your word.  Say that it’s what you are doing, and you will make it so.

(Also see: How to Promote Your Game on Twitter)

7. Try to stay focused

You may have lots of other ideas – of other games or films that you want to work on, but realistically there is only one of you and you only have so much time. Pick one to prioritise and see it through. If you don't, you will most likely keep getting distracted and finish none of your great ideas - so focus focus focus! 

8. Don’t procrastinate

Your time is precious, and so use it wisely and make sure that you’re moving your project along whenever you can. Try to get into a routine whereby you dedicate a bit of time to your project every day or week or whatever you decide works for you – and stick to it. It may seem tough initially but if you stick to your routine and also take some time to figure out what routine works best for you - it will become a habit and part of your lifestyle.

Completing a project can be really challenging but it’s worth it! Your game or film deserves to be created and for others to be able to see and appreciate what you’ve built and put together. Don’t give up – and if you need some help with music, don’t hesitate to drop me a line


About the author: Ninichi is a music composer for games, films & media. She is the in-house composer for games company Quinton Studios and enjoys working on a range of freelance composing projects. Contact her now to discuss your project and music needs.

Follow her @ninichimusic

Introducing the Web Series: Dr Glove's E.V.I.L Reviews

Dr Glove's Evil Project.jpg

Interview by Ninichi | Contact | Follow

This week, I'm super excited to introduce you to a brand new web series aimed at gamers and which promises to be highly entertaining and like no other series or show around! I feel honoured to have been a part of this project and to have created some 'gaming-style' music for this series, and are pleased to share this interview with the brains behind the project...

Please introduce yourself so that we know who you are!

'Hello everyone, my name is Edward Hughes, better and well known as KeikoandGilly, an intermediate YouTube voice actor with much to learn. I have done projects like Ace Attorney Dubs, MLP fan projects like Turnabout Storm and Doctor Whooves n Assistant, Thomas the Tank Engine re-dubs, and many more. I aspire to voice act for anime and games one day, but until then, if you need a good voice on your project, let me know, and I will be there to audition.'

What is your web series about?

'Code-named at conception as #projectevil, Dr. Glove's E.V.I.L. Reviews is about an 80's evil mastermind, Dr. Glove (reference to the power glove he's wearing) being the source of why subjectively bad video games are bad, with potential to branch into movies and television shows in the near future. The premise of the concept is a satire on video game reviews, with enjoyable experiences and good games get bad reviews, and terrible experiences and bad games get good reviews and higher scores.

From time to time, the show will have guest collaborators, who will play horrible games suggested by fans, or from the collaborators themselves, which will be featured as Dr Glove reacts to their live reaction.'

How did you come up with the concept for your show?

'It was a mix of two things:

I was inspired by the content delivered by Angry Video Game Nerd, AngryJoeShow, and Nostalgia Critic on how they did their reviews. Angry Joe uses an alter ego called "Corporate Commander", a spoof of Cobra Commander from an American cartoon series called G.I. Joe, but the character is rarely featured in favour of Joe's personal and intricate review. That was when I decided to create a memorable villain and centre the series around it.

The second is a response to over-saturation: of critics and let's play streamers. While my idea is not completely original, it comes as a rarity as YouTube is, in my humblest of opinions, oversaturated with video game critics, both tame and "Angry" (as AVGN was the start of this fad), and Let's Players such as Markiplier, DashieGames, PewDiePie, and JackSepticEye taking centre stage.

The result is that you see similar if not the same experiences from a multitude of sources, which can lead to entertainment boredom. By taking the concepts on their head, I hope the project is a fun and entertaining experience, one that promotes open collaboration with YouTube audiences.'

Who is the series for?

'I am trying to make the series accessible to everyone, including younger audiences, but the primary market is gamers and those that enjoy games. In doing so, I have to censor swear words or be creative with insulting phrases that mean nothing in particular (e.g. 'You Blubbard! That was my best ray gun!', 'Oh for the love of Evil!!!' Or 'Oh for evil's sake')'

What are your plans for the series?

'Depending on how the series goes, I hope it become a fun project that people enjoy to see as I enjoy making it, and with open collaboration, it will ensure the project is lively as ever. Should I be invited to conventions, I hope to acknowledge the success of the project not just to my idea, but humbly I give nod and acknowledgement to everyone who took part in making it what it is, that includes this blog's very own Ninichi!!!'

What part does music play in the web series and how important is it?

'The project has three vital components, of which are intertwined and interconnected. They are the visual, acting, and music. With the visual, you see the moving imagery and design from both the artwork assets, the game being played, and the characters that set the stage of the performance. Credit for much of the artwork goes to my dear colleagues HowlingVoice, and DreamofSerenity626, for their massive contributions to the setting and character, and the visual effects respectively.

With acting, it provides an experience to suspend disbelief and for the audience to be immersed in the experience.

In both, the music not only accompanies these two fields, but enhances them, which is why it is a very important part in its own right. Every successful YouTube and Internet personality has a memorable theme song, and this project is no different. Ninichi, whom I must give proper praise and credit for, delivered a memorable tune that leaves potential YouTube audience listeners hooked and hyped for the review, wanting to see the performance of Dr. Glove as he either praises or bashes their loathed or loved video game franchise, series, or product.

On top of this, and an amazing three minute version, she provided music for the background, of general mood and atmosphere, reflecting experiences that harken back to 80's cartoons and nostalgia, the mindset where the performance wishes to take the audience back to. Another colleague of mine, Maravex, provided the transition bgm, such as single-player, multiplayer, music, sounds. Together, the music makes a harmonious story in and of itself, which adds to the overall experience one gives to performance to the masses.'

That all sounds wonderful! Let's listen to some of the tracks that will appear in the series:

What was it like working with Ninichi?

'On the one side, very professional courteous, and mutually amicable. Throughout my experience working in collaboration with Ninichi, she demonstrated her abilities to manage the scope of the project's needs and adapt to any changes that were required and where necessary.

On the other side, and pardon me for being a bit too silly in hyperbole, she was an angel and blessing. When I made the announcement for a music artist being needed, it wasn't met well, initially. I feared it may have well gone to deaf ears. In desperation I made a twitter post, hoping it would garner some attention on the off chance, as I did not want this project to fail like some of my other designs.

And then, a mere day later, I get a follow and an interested Ninichi ready and willing to lift the project up with her music. So working for her is like two artists coming together to make a masterpiece, a wonderful experience from beginning to end, and hopefully for more works in future.'


About the authorNinichi is a freelance composer and music enthusiast. She composes music for tv & web series, films, games and other media. Contact her: to explore working with her now.

Read more articles like this on the Ninichi music blog. Follow her @ninichimusic