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Video clip with music by Diogo Piçarra and arrangements/orchestration by me, for the feature film Portugal Não Está À Venda, on cinemas this 21 of February, with my original music soundtrack. A comedy with heart, based on (almost) real facts and a gigantic casting of great Portuguese actors!
Here's some music that didn't make the cut for the final project. It's something that usually happens a lot when composing for media!
Because things we consider "good music" doesn't always mean is the best music to serve the director idea. The job, for the media composer, is to serve this idea and vision in the best musical way possible, despite the attachment we have for our own music.
Sometimes is hard to let go, but it's always the best choice, knowing that the job is all about serving the movie and make it work. It's about storytelling, not about music itself!
Here's the final project, with music that (finally!) made the cut :)
VIDEO CREDITS: Directed by Guilherme Melo Ribeiro / Camera & Edit by Guilherme Melo Ribeiro / Sound Design by Catarina Paulo / Music and Sound Mixing by Aurélien Vieira Lino/ Written by Luisa Fidalgo / Production by THE FLYING MAN
Is finally here! The first official original soundtrack release of the World Record 2017 KiteSurf Odyssey documentary, reporting the ocean trip liaison from the Azores to Portugal Mainland. A major achievement and an extraordinary adventure by the kitesurfers Francisco Lufinha and Anke Brandt.
This music is about emotion, human sacrifice and achievement, portrayed with a hybrid score, with orchestral instruments, piano, and electronic music. I've tried to avoid the cliché "epic music", with almost no use of big percussion, essentially trying to find new textures and an identity to all the score.
The documentary debuts today at Cinema São Jorge, Lisbon, and will be shortly available worldwide, I'll be releasing more news about that later.
The trailer (not featuring my music!):
Please buy if you would like to support the artist :)
Another important aspect of interactive scoring for games is “layering”. Like weeding cakes, is about creating with layers to achieve something tasty :) ! But unlike weeding cakes, we can “eat” just one layer first, and then overlap the other layers to add “flavor”. The goal is, within the same piece of music, to achieve different ambiences for different scenarios/events in the game. Examples: exploring – suspense – fight!
These layers are triggered by the player though the game engine.
This example was made for a sequence from the Playstation 3 and 4 game “The Last of Us” (amazing original score, please check it out at Spotify)
Thank you for listening, see you soon with more goodies :)