Momodora: Reverie Under the Moonlight

Momodora: Reverie Under the Moonlight

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Bing Bong Mar 10, 2022 @ 7:23pm
Question about music composition
Hi! I'm a musician, so naturally whenever I play a game I think about the music a lot more than I should... I really like a lot of the songs from Momodora: Reverie Under the Moonlight, and it got me thinking, what software/tool/DAW did the team use for the production of the soundtrack in the game?

And if the developer sees this, what was the creative process and or techniques behind the composition of the pieces for this game?

Thank you for taking the time to look at this, sorry if this is a dumb/annoying question.
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Showing 1-3 of 3 comments
spookygav Mar 11, 2022 @ 7:48am 
Hi, there. First off, thanks very much!

Everything pretty much was done in FL Studio, which both me and Elektrobear (Momo 2, 3 and Minoria) both use pretty extensively. For RutM I used a few samples of my own alongside a ton of stuff that just comes free with FL. There's loads of stuff in the folder structure that you can drag and drop in, especially some very basic orchestral instruments and such.

As far as process, this was my first game soundtrack that wasn't just for my own little projects, so it was a major learning experience having to adapt to feedback, specific requests. Having to write songs for specific situations rather than just doing whatever I wanted to stylistically. Since I didn't have much practise, the approach I took for RutM was to just write a *lot* of stuff. I think there were something like 150 distinct demo tracks, of which only 20 made it into the game. Later on, with Minoria, I'd learned to plan out specific moods and styles much more effectively, and about half of what I wrote made it into the game.

Hope that helps. If you have any more specific questions, let me know!
Bing Bong Mar 11, 2022 @ 7:22pm 
Originally posted by spooky gav (nk):
Hi, there. First off, thanks very much!

Everything pretty much was done in FL Studio, which both me and Elektrobear (Momo 2, 3 and Minoria) both use pretty extensively. For RutM I used a few samples of my own alongside a ton of stuff that just comes free with FL. There's loads of stuff in the folder structure that you can drag and drop in, especially some very basic orchestral instruments and such.

As far as process, this was my first game soundtrack that wasn't just for my own little projects, so it was a major learning experience having to adapt to feedback, specific requests. Having to write songs for specific situations rather than just doing whatever I wanted to stylistically. Since I didn't have much practise, the approach I took for RutM was to just write a *lot* of stuff. I think there were something like 150 distinct demo tracks, of which only 20 made it into the game. Later on, with Minoria, I'd learned to plan out specific moods and styles much more effectively, and about half of what I wrote made it into the game.

Hope that helps. If you have any more specific questions, let me know!

Thank you so much for replying! Props to both you and Elktrobear on the music.

I've got no more questions as of now, but again thank you very much for replying! Have a nice day!
Pwyll Bâch Apr 15, 2022 @ 11:34am 
Originally posted by spooky gav (nk):
As a musician, who is called Gav, who has been using the moniker of Spooky as my main moniker for many years, I'm not gonna lie, I saw your avatar shout BOO in the Minoria hidden dev room and I swear I had a schizophrenic breakdown lmfao, thought my game was haunted MGS style. Had to look up a YT video of somebody else playing to see if the name was still spooky gav. My poor heart.

Fantastic music btw. Gosh I'm sure we all hope to see you return for the next game! :momocat:
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