⬤ Assignment #4821
Assighned to you by: danny@plasmastarstudios.com [ADMIN]
examples:
no examples where added to this asighnment
environments:
Stats:
| Stats |
|---|
| Song Lengt: 1,5 to 2 min |
| Loopable: not recommended |
| File Type: mp3 |
| FileName: Interception |
Assignment: ICBM Event OST
This assignment requires a new track to serve as the score for the "ICBM Inbound" event. The music must be an intense, high-energy piece in the darkpsy style, specifically designed to build and release tension. The goal is to create a feeling of urgency and alarm as players scramble to intercept an incoming missile. The track should not be a static loop, but rather a dynamic soundscape with three distinct phases that follow the in-game action.
Phase 1: Initial Alert (Missile Inbound) begins the event. The music must start immediately upon the alert sounding, built on a core foundation of a relentless, fast-paced kick drum and a deep, pulsing bassline to represent the ticking clock of the missile’s approach. To create a sense of dread and crisis, this phase should also include eerie, low-frequency pads as well as sharp, high-pitched digital glitches, garbled sounds, and unstable frequencies that mimic malfunctioning electronic equipment.
Phase 2: Rising Tension (Loading C-RAMs) is when players are rushing to load the defenses. The music should build in complexity and intensity by adding more layers of sound, such as frantic rhythmic elements and complex synthesizer melodies. This phase should also introduce abrasive, high-frequency synthesizers that create chaotic screeches, whines, and zaps to increase the sense of panic and urgency. The track should become more dense and frantic, pushing the pace without becoming overwhelming.
Phase 3: Climax and Cut-off (Missile Interception/Impact) is the final moment of the event. The music must reach its most intense point, bringing all the layers together in a powerful, chaotic crescendo. The track should climax with a final, massive, distorted sound, such as a synth riser that swells dramatically in pitch and volume, before ending abruptly. This sudden cut-off will create a moment of dramatic silence for the in-game sound effects (such as explosions or C-RAM fire) to have their full impact.
InterceptionV1.mp3
Note: I really like the track! but I have a suggestion for the intro: Could we try swapping the starting point of the synth pulse (around 0:08) with the start of the main drum beat (0:00)? I think the pulse would make a great, atmospheric lead-in before the beat drops.
InterceptionV2.mp3
October 22, 2025 at 3:25 PM
Got Moderated by Roblox: investigation undergoing
InterceptionV3.mp3
To make the song more unique, consider delaying the sound that begins at 00:00. Let it start sometime after the pulses but it needs to start before the second phase!
- You could also experiment with adding a brief, subtle drop right before that sound starts after the pulses.