"Regarding the collaboration with José, the story is less romantic than with Liam Davis and his C-3PO (laughs)", recalls Chmyke. José first saw the game while browsing IndieDB. “I loved the idea and the style so I decided to contact the team to see if they had already music for the game”, José explains. "He sent me a few messages, I listened to his songs, I liked!", adds Chmyke. "He had composed some music, including a trailer which corresponded: Interference".
Born in sunny Costa Rica, José Mora-Jimenez has been living in the Netherlands for almost a decade now. “I studied music at college, I first got a diploma on classical guitar performance and later on I studied music composition. When I moved to the Netherlands I studied composition at the Royal Conservatory in the Hague.” He got into the industry thanks to my brother in law, a programmer who was starting his own game company: Green Lava Studios. “I've been making music for them since then, a little later I started also working as freelancer making music for other indie team across the globe”. As in-house composer for Green Lava Studios, he have worked on several games, from PC/console titles to mobile games. “The latest game I scored with them was Fenix Rage. As freelancer I'm currently working on a number of greenlit titles such as Bloom: Memories, Interference and Dimension Drive (which you might have heard of thanks to the media covering the awful trolling of our Kickstarter campaign) and of course Galactic Princess! I also keep active writing weird classical concert music.”
Since he could not play the game, José had to work mostly using references and descriptions. “It made the job easier to have as reference some amazing music already made by Liam Davis, the other composer working on the game, that gave me a starting point”, explains José. “I'm usually very inclined to write very melodic music and music that moves from one key to another. However for the music required in a game like this you have to be careful not to make it too complex, otherwise it could be too distracting for the player so I tried to find a balance between ambient and melodic elements. For the selection of synths and pads I went through a lot of trial and error until I found a mix of sounds I liked, some classic analog sounding and some a bit more modern, with some percussion thrown into the mix. I hope players will like it!”
The Galactic Princess team especially like the song Drifting. "This track conveys a notion of weightlessness, slow, spatial atmosphere," says Chmyke.
For the Alpha, the music is in shuffle mode. But in the final version of the game, some specific pieces will accompany specific scenes.
The original soundtrack will be included with the game (special edition) or independently.
See you soon,
The Galactic Princess team
Thanks to our wonderful proofreader, L. Moor!