Hi! My name's Megan Carnes, and I'm a composer with a big idea for a little game.
For the past few years, I've been trying to figure out a way to make a different way of experiencing my music. Not one where you're just listening to the music-- one where you're actively manipulating what you hear. A game, but one with no winning or losing.
After spending months wracking my brain trying to figure out a format that would make sense for this kind of thing, I finally had the idea. A simple interview. The player would get asked a series of questions, and each answer would change the music or add another layer to it (same with the artwork, but more on that later). Thus, inter-view was born.
How It'll Work
At this point, I already have all the questions and answers written and know what each will do to the music. I'm hiring a writer to help me with what the interviewer will say before and after the questions and also during the transitions in between them. I don't want to give much away story-wise, but I will say this: the interviewer is... strange, and the questions they ask are not at all what you'd expect in a typical interview.
I'm also hiring an artist to make the game a visual treat as well as an aural one. The game art will also change with each music change. Once again, I don't want to give away what I'm having him do. But I chose the artist because I'm in love with his specific style, so here's some of his art to give you an idea:
I'll be doing the game programming myself. I've been working with Unity for about a year and a half now and have made complete (but never released) games. inter-view will be similar to a visual novel in the way it's played, so I'll be using a visual novel add-on for Unity.
The music basics have already been figured out (chords progressions, instrumentation, etc), and I have some of the parts written as well (as demonstrated in the video). I have a wonderful group of musicians who have agreed to play some of the parts for me, and I'll take care of the rest myself. For those of you who are curious about the software on the music end, I'll be using Finale to make sheet music for my musicians, Cubase to create and mix the music, and Wwise for the interactivity.
I've always planned on this being a free or pay what you want game. At the moment, I'm planning on releasing it on itch.io, Steam, and also as a browser game for those who would prefer not to download it.
Where Your Money Will Go
About 80% of the funding will go towards paying the mega talented contractors (the artist, writer, and musicians) for their work.
The rest of the money will go towards getting the game out there-- e.g. the Steam direct fee and building/hosting a website for the browser version of the game-- along with taxes and Kickstarter fees.
If we go over the $2500, some possible stretch goals are:
- Translating the game into languages other than English
- Adding animation
- Hiring an additional programmer
- Submitting to festivals (e.g. Indiecade, Fantastic Arcade, etc)
- Getting the game onto more platforms such as mobile or console
What You'll Get
Rewards vary based on which tier you select. Here are some things you can get:
- Custom Music written just for you (you know you've always wanted a theme song!)
- The opportunity to have the music you create in inter-view be included in the official soundtrack
- Digital goodies such as game artwork and a short story set in the game's universe
- A download of the official soundtrack
- All the music stems used in the game
- Executive Producer credit
Check out the rewards on the right for more information.
When You'll Get It
My goal is to have the game and all rewards finished before I go to GDC in mid-March.
MEGAN CARNES- game dev, music, writing
Megan Carnes is an award winning composer for video games, film and TV. Her credits include Web Academy winning online series This Is Desmondo Ray!, Joseph Gordon-Levitt's Emmy winning HitRECord on TV, promotional material for Disney's Beauty and the Beast, and more. She also worked as audio director for indie game company Double Cluepon Studios.
DAVID SUGARMAN- writing
David Sugarman is a writer of film, TV and stories and is from the UK. David's work includes Hitrecord on TV and the screenplay Seaholme, which was part of the 2016 iFeatures development slate.
SOJU SHOTS- art
Soju Shots is a Fairy Tale believer who uses paint, pens, collage and digital processes to keep others believing in magical things.
MARYBETH KERN- woodwinds
Marybeth Kern is a multi-woodwind instrumentalist with a driving passion for film scores and jazz. Her active music career has allowed her to perform at various venues throughout the country including Carnegie Hall, Lincoln Center, The Nokia Theatre, Central Park, the Kennedy Center and the American Music Theatre. She has performed in a wide variety of musical situations, including Cirque Productions, Central Park’s Summer Stage Series, The New York Jazzharmonic, and a number of national ads and commercials.
DANIEL VENTURA- violin
Dan Ventura is a violin player and teacher based in Chicago, IL.
EMILY ELKIN- cello
Emily Elkin is a classically trained cellist with a Bachelor's degree in Cello Performance, a freelance recording artist, a private instructor, and also works at a program called Spectrum Laboratory which teaches music and songwriting to young people with autism. She is also a cellist/vocalist of the LA based band LA River Bend. She currently lives in Los Angeles, California and was most recently seen performing with Halsey, Elvis Perkins, Chad and Jeremy, Thee Oh Sees, and her playing can be heard in many film scores and national commercials.
MATTHEW LISTER- guitar
Matthew Lister is a 50th level acoustic wizard. When he's not using his awesome aural powers to fight dragons, he posts videos on YouTube.
CINDERTALK- tuned glass
Cindertalk is the singer/composer Jonny Rodgers, known for his unique work with tuned glass, guitars, and electronics.
Risks and challenges
Although I have made games before, I haven't made one like this. So although I fully intend to finish by March, there's always a chance I may need extra time and/or help. However, given that I do have experience with making games and interactive music and am 100% used to pushing myself to reach deadlines, I don't foresee this happening.
One of my contractors could have something else come up and have to drop out of the project, but I'll use my large network of creative friends and colleagues to find a replacement in the unlikely scenario that this happens.Learn about accountability on Kickstarter
- (26 days)