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TROISNYX

Straddling two industries: part 1 

Many of you reading this post will likely be coming from Bluesky or Discord, and many of you might be aware that I straddle two industries at once with my work: the games industry and the music industry.

My work as a singer-songwriter, composer, drummer, and general session musician has led me to make friends and contacts, and it has opened up opportunities for me to go to the odd industry events. I want to write about my takeaways from both industries, as there are many similarities between the two, and there is some degree of overlap with my field of work.

In this Part 1 post, I will be talking about my experiences as a game audio person, doing game jams, attending the odd Game Audio Liverpool meetup, and two Develop: Brighton conferences (2022 and 2023).

Actually: let's work backwards.

My experiences with Develop: Brighton

In the two years that I've attended Develop, I've noticed how it tries to cater to game professionals of all stripes. It doesn't do so perfectly, however, and it at least acknowledges that.

My Expo Only tickets allowed me to not only network at the game company showcase, but also to attend various roundtables. One such roundtable, which I remember attending in 2023, was about levelling the playing field in the games industry.

For those of us not in the UK, here we have a North-South divide with regards to wealth and infrastructure distribution. It is a long-running, deeply historical injustice. And that's not getting into things like classism, where working class or the very poor are inhibited almost entirely from getting into games. Or racism, or xenophobia, or queerphobia, or transphobia. We shouldn't have to be the product of several lotteries in order to access, and contribute to, an industry we love. 

I fall into an intersection of many of these: non-binary woman, South Asian, former asylum seeker, bisexual. I had a period of eight years where I was trapped in the asylum process, and thus prohibited from working, but I was born middle class, which afforded me the opportunity to be bundled out of my birth country in the first place. The asylum process robbed me of my 20s. From these experiences, I was able to tell of my journey into game audio, and I mentioned that I was lucky to even be there, part of a demographic with missing data. (Though not for long.) Given that I went straight into work as soon as my asylum seeker days drew to a close, I couldn't, and still can't, afford to go to university or conservatory. But all I did was be present and give my account.

Which leads me to my next section.

Game development in Northwest England

The situation in the North, especially the Northwest, with regards to games, is not great. Thing is, there are a number of dead spots across the country, not just England. I can't account for the situation in Wales, for example. But I do know from experience that much of Northwest England is a dead spot for game development and game audio, and I said as much.

This only just came at a time when events were beginning to be held in different parts of the country. Game Audio Liverpool had been going on for a year by the time I gave my account in that roundtable in 2013. Game Dev London was becoming Game Dev Local, with long-term plans to actively host events for game devs in various different counties and cities. I also have recently been made aware of the existence of GaMaYo, another organisation hosting games industry related events in the North of England.

Liverpool and Manchester are the two bigger cities in the Northwest. There are others, of course — I happen to live in one, Preston — but there's little, if nothing at all, going on for games outside of Liverpool and Manchester. This then brings up the question of commuting costs, fiscal or otherwise. Can we afford to take that day off to attend a meetup? Or is our work too vital to our survival for us to do this? The lack of spending power and the general hardship we all are going through right now, these make going to events that much harder, even if they're in our general region.

To that end, I only ever attended one(?) Game Audio Liverpool meetup. Most of them clash with my Saturday evening organist duties. Liverpool is only accessible to me by train; driving into the city costs me an arm and a leg with parking charges.

Online, and freelancing in general

Freelancing has been a very accessible experience for me from the get-go because of the amount of support I received for it, especially starting out, and I hope to pay it forward.

I was introduced to game audio as a profession by other indie game composers, chief of them Chel Wong, during the first lockdown in 2020. She came across the audio that I had posted on the late lamented Twitter during the penultimate 21 Days of VGM, and introduced me to the server, Beats To Play Games To, a dedicated server for game audio people across the world. From the folks there, I learned the ropes regarding freelancing as a game audio person, and I stored all of this knowledge for when the time would come.

For context, I was an asylum seeker from 2013 to late 2021, and therefore forbidden from taking employment. I couldn't use that knowledge in 2020, but when I was given the right to remain (and therefore, to work etc.) in 2021, all that I had been taught could finally be put to good use. I had joined multiple game jams and put together a body of work, most of it on my itch.io page.

Doing game jams is a surefire way to build material and understand what kinds of devs gel with us. Game jams are short events, lasting anywhere from a few days to a week to a month or sometimes more. You band together with a programmer and an artist, and together you make a functional, playable game based on the constraints given to you. Given that I write my songs on piano, and I plug my piano directly into the PC for this, coming up with music for these short games is a very quick affair, sometimes lasting as long as the full track itself (if it's a piano improvisation).

For those of you looking to get into game jams as a starting point to build material, you will want to build an itch.io account. You will also want to take a look at this calendar, indiegamejams.com. This thing is chock full of events and it can be overwhelming to look at, I'm aware – the key is to pick jams at times of the year when you have time to spare, and then go from there. Many of these jams are titled by mechanics, engine, genre of game, or a feature expected to be seen in these games.

Once you have built enough material for yourself, you gather it together into a reel, put it up, and hope that it gets picked up by a developer. Or, you respond to a dev's call for music for their game. Or, they contact you by e-mail or on Bluesky or on Discord or on Mastodon or wherever. There's an element of luck involved in all of this, but a lot of freelance work is about maximising our chances, and giving a leg up to people interested in pursuing this field.

I've been contacted for game audio commissions on Bluesky, on Newgrounds, and via e-mail so far. At this stage of my career, I multiclass: game audio isn't my only means of income, and that's necessary because I need to live. Many of us who do game audio also pursue teaching and session work, and play live with bands. I play live with bands, I have a pipe organ residency in two parishes, I am a junior choir director in another parish, and I also occasionally take art and voice acting commissions. I have also done sheet music consultation for drums, just the once so far.

The general attitude

Report after report shows how the games industry here in the UK is shedding workers in the thousands despite some companies posting record profits. Some friends and connections of mine were directly affected by layoffs, notably at Riot Games.

Bigger games companies may be more “fun” than other companies we could think of, but they do have a corporate culture and a corporate ladder associated with them. When layoffs happen like this, en masse, it is immediately identifiable as a huge problem that needs addressing – where's all this talent going to go?

As such, there is much more solidarity on the ground. Anyone at all is not indispensable, and yet, our stories and our craft are indispensable. Making games, and making innovations in games, is now the purview of the indie dev space, which is full of people on the ground from various walks of life – some beginners, some seasoned devs who have never been in a company in their life, some who have been affected by layoffs and who were once AAA devs. In many places where they gather, they share their information and resources, conscious that the costs of living are incredibly high and that it takes a lot of energy to even survive at times. I observe that they truly believe that we're all in this together. If we don't help each other in these streets, we risk losing a beloved industry that has touched the hearts of millions around the world. Many games that have been successfully crowdfunded have been funded by fans and developers alike. And even when money is not involved, there is a general staunch support for each other in this space.

While it is luck of the draw which games make bigger numbers and which don't, the general takeaway is the same: make that game anyway, put that idea out anyway. Stories deserve telling with spins and reframing and new settings even if they are fundamentally the same premise as other stories before it. They are all based on individual and collective human experiences, and they deserve to see the light of day.

And it keeps me going, as a game audio person. It gives me real hope. Even if I have no plans to ever join a company, the support shown by developers of all stripes keeps me going in this field. That, and my love of music.

11/30/2024

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in Music, Game Audio, Behind the Scenes

Drum recording days 

Over the last several months I've set aside drum recording days. Most of them are for an unannounced project. One, however, has been with Those Fucking Snowflakes.

Up until recently, the unannounced project's drums have been recorded at Soundskills [page under construction], the creative charity in the outskirts of Preston that I've been a service user at for nine years now. Unfortunately, the friend helping me at the desk has suffered an injury and I can't record there in the near future, while they recover.

The recent Snowflakes recording happened on Monday 11 November 2024 at Trapdoor Studios in Liverpool. It was my first time there; I was in at 10 in the morning and out seven hours later.

 

Kit setup

As is practice for a lot of drummers, I tend to use most of the house shells and bring breakables with me – snare, cymbals, bass pedal, sticks. They're called “breakables” because they're the most expensive parts to replace, and also the quickest parts to substitute. It does make for faster setup time than say, if we were to bring an entire kit of our own. However, setup time at Trapdoor wasn't fast. The photo above shows me playing a hodgepodge of different shells, just for the sake of the right timbre. Trapdoor Studios has a good amount of different shells to choose from. Picking the right ones was part of the time taken.

At Soundskills, I typically don't switch out parts, instead preferring to use the kit as-is. But setup time is long there too.

It averages 40 minutes to get everything ready. In both cases, the bulk of that time is taken by the positioning and wiring of mics, and me needing to play each drum, or all of them together, to see if we've got the right postprocessing added.

 

Recording process

Time is of the essence in a studio session. We only have so many hours, and so many tries, to get something sounding and feeling right. Monday's recording session saw me do four takes of each song recorded there, then the best parts of each take would be combined together as needed. Sometimes we didn't need that at all.

Most recording sessions, I'm typically there for the one song.

But whether it's the one song or multiple songs, the pressure is on. The pressure is even greater if I'm thinking of content for the ol' socials, because if I want an unbroken bit of visuals, then I have no choice but to get a good take without any splicing. It does affect how confident I feel when I'm on the kit, but either way, I'm gonna make a good go of it.

 

How the day goes

In a three-hour session I typically get a snack and some teas to bulk up and ease the airways. I eat and drink as and when needed, typically between takes.

In a full-day session like what I had on Monday, I have to make sure I bring lunch, drinks, and all of the equipment I'm using. Food break does also happen between takes, but it's not as haphazard. Everyone involved sets aside a time for lunch so we all can continue working as soon as we're done. It just feels like there's more that can potentially go wrong, so doing what we can to smooth things, including timing our lunch breaks together, can help.

 

Closing thoughts

I look forward to the day when more songs featuring my drumming make it to streaming sites / physical media / people's ears. We creatives know how important it is to have something to show for what we say we do, and sometimes that process of getting that media finished can take months, or even years. With regards to the drum takes, as soon as those are done, there's typically mixing and mastering to do after that.

And if one day, you happen to hear more of my drumming, I hope you enjoy it. x

11/16/2024

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in Drums, Those Fucking Snowflakes, Recording, Behind the Scenes

Baby's first Hockley Hustle 

WARNING: Due to the name of one of my bands, censors will not be applied. Read at your own discretion.

So, a lot has happened for me this last weekend. I got my (new) website up and running, had a bunch of rehearsals with three different bands, and played Hockley Hustle in Nottingham for the first time with the lefty punk band I'm a part of, Those Fucking Snowflakes. I even mentioned it on my Live page.

An image of the current lineup of the band, Those Fucking Snowflakes, standing against a metal wall that has been digitally airbrushed in a gradient of yellow and pink. From left to right: Cybs, a White male, bald, with a beard and moustache, wearing a black shirt and black trousers and a yellow and pink band rosette; Sam, a taller White male, with a short haircut, beard and moustache, wearing a black shirt and black blazer, blue denim trousers and a black belt, and the band rosette; Barreh, a male presenting ambiguously White person, wearing a black shirt, yellow tie, and pink blazer, black trousers, pink belt, and the band rosette; myself (Troisnyx), a female presenting South Asian person wearing black ear protectors with graffiti stickers, a white shirt, brown vest, yellow tie, black hot pants, black tights, and the band rosette.

The band's legacy predates me, with early support from Tom Robinson of BBC 6music from when their debut song, Stop Being Dickheads To Each Other, was released in early October of 2019. I chanced upon them in a Facebook group for musicians in Northwest England in February of this year (2024), when a post had been put out by the band seeking a drummer. I made the cut, and my drumming improved by leaps and bounds since I became part of their number. No recordings with me exist yet, but this'll soon be rectified with a studio day in November. We have, however, played at least five times together, and Hockley Hustle in Nottingham was our most recent.

A selfie of me in a pub with graffiti on the walls. I am looking slightly away from the camera and smiling. I am wearing black ear defenders with pink and green Splatoon 3 stickers on them, a yellow and pink band T-shirt with a bisexual pride badge on it, and a black and fluorescent red jacket.

I wish I could show you how we were playing that day, but setting up was an organisational nightmare for all involved. That said, everyone, from the stage manager to the sound engineer to the band all pulled it off with a great deal of aplomb. The sound was fantastic. The atmosphere was simply electrifying, on and off stage. The audience were singing along with us to one of our newer, soon-to-be-released songs, No Sky for Rishi. Billy Bootleggers, the venue where we played on Sunday, had such a small stage that there was no room for anyone to put up a tripod with a camera to film us.

But who knows? Perhaps there's merit in our performance being the stuff of spoken legend /j

All I can say is, in the world of live music I'm a “baby performer," but this baby has played her first music festival, and it was a great one.

10/21/2024

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in Music, Live Performances, Festivals, Drums, Those Fucking Snowflakes

About spirit cats and game audio 

Today I wrote a short song about a spirit cat. It was all I could manage this weekend before going off to gig with one of my bands (and I have a long journey ahead. I'll talk about that at a later point, maybe).

You see, I wrote this song in response to a game account that followed me on Bluesky, called Peregrine Point. It's about a lighthouse keeper's cat that guides spirit cats to the afterlife, to where they're meant to go.

The plot summary I typed above made me cry. By that point I already had cultural context about spirit cats guiding other cats, and how sad their stories can be. Some of you reading this might be familiar, perhaps, with Jenny Jinya's comics, specifically this one. The melody I used for spirit cat was already in my head when I'd read that comic, and seeing Peregrine Point made me want to finalise it and put it into the DAW*.

I was having second thoughts about putting this melody into the DAW because I knew that the developer(s) of Peregrine Point were looking for something wistful to serve as the main theme. “Wistful” can mean any number of things when translated into the language of music and musical tropes. I fought through much self-doubt to get this little tune out, and I had initially planned on animating a cat to go with the song, but I'm pressed for time right now.

Thing is, how we process the feel of a song, the emotions of a song, is going to be different from person to person. It is shaped by our experiences, our culture, and the experiences of those around us. The only thing I can say when we feel this level of self-doubt is to put it out there anyway – someone out there will relate to it, and that reason alone is enough. I posted that advice on Bluesky saying that I'd need it as much as the next person.

When writing for games, I tend to process my emotions through melody and underlying tonality. I prioritise these over instrument choice: the simple reason for that is that I am still at a point where I am relying on software defaults and free VSTs. So it falls to me to not only use these tools well, but make absolutely sure that my musicality makes up for it. As with my lyrical stuff, I hope to write things that the everyperson is going to find themself whistling in the corridor or on the commute home. Because of my background – Asian, religious (and queer), raised on loads of JRPGs – I tend to infuse something of the spiritual into some of my work. The thought of a loving soul guiding their lost companion on a long journey home brings tears to my eyes for reasons I will not go into.

Rambling about spirit cats and game audio done for today; enjoy the music.

 

*DAW = digital audio workstation, a program used to produce music, e.g. Logic Pro, Cubase, FL Studio

10/19/2024

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Remodelling in progress 

Hey folks. The remodelling of troisnyx.co.uk is taking me far longer than I'd like it to be, because I'm still trying to get the hang of this site and the way it functions.

I already have ideas for how I would like the page to look. What you see here is a bit of a far cry from what I'd like it to look like, but it'll do for now.

I also have some pages up – the Blog (obvs), Contact, and Live ones. The Live page incorporates all my gigs across all my bands, and where you might be able to find me and maybe flag me up for a chat if you wanna.

There are at least two more pages I hope to introduce: one for the songs I've written so far, and one for my media composition reel.

Expect changes to this site to be piecemeal and slow.

In the meantime, you can reach me on Instagram, Bluesky, and YouTube as @/Troisnyx. You can also find me on itch.io as @/trsnx.

Or, you can mail me at mail@troisnyx.co.uk, if you prefer.

Thanks!

10/16/2024

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  1. 1
    Can You See the Clouds Divide ~ EXTEND ver. 8:06
    Can You See the Clouds Divide ~ EXTEND ver.
    by Troisnyx ft. AceMantra, ADR3-N, AlbeGian, BBaNK, MixRPD & tapestoppa

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  2. 2
    À cause de l'ombre 7:03
    À cause de l'ombre
    by Troisnyx

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    From Earth's Blackest Night 5:05
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    so tired 5:03
    so tired
    by Troisnyx ft. Greg Slater

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    lonely 3:57
    lonely
    by Troisnyx

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    please take care of this star 6:27
    please take care of this star
    by Troisnyx

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    longing (or, wedding song to a broken soul) 6:11
    longing (or, wedding song to a broken soul)
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    goodnight 4:38
    goodnight
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