Much like everyone in the team, I too am a "victim" of 2d rpg gaming era. You can come to such conclusion by listening to tracks that were made when I first joined. "Crystal energy" falls easily into that same category. A melodic upbeat song formed into a loop to keep the player's enthusiasm while traveling through ***consored***. Same could be said for "Elysian gardens" and "Rush", except you should know that I don't have a pattern or a template for creating songs. Every track is a completely new attempt in capturing the feel of a given situation.
In the mean time, my skills were increasing and new ideas in direction were formed. One thing I noticed was that so far my tracks were very opaque to gameplay. The music comes out too strong and is not very appropriate for normal (neutral) situations, like - exploring an area for a longer period. It was a bit of a disappointing realization, because I wasn't really creating an atmosphere - which I was supposed to, but instead a music theme which would go with the area. Luckily it wasn't a big setback, as I'm keeping up with the project tempo, plus, I can go back and remix the track to something that will suit the need, if needed.
About the time of my realization, our main artist, Pritam, was feeling inspired to create some new art for a town, and so was I. Eager to see what I can do to keep the music alive, but make it more transparent and pleasant for longer listening period, "Busy life" was created. Team mates noticed the difference and approved of this direction. I was happy with it, but I wanted to keep stepping it up until tracks started painting an atmosphere specific only to ES.
One track I grabbed from the to-do list was - ominous theme - for doubtful, menacing situations. "Warrior's drum" is what came out. It may not be much from this point of view, and I don't blame you if you think so. It's hard to tell without having tasted the gameplay. Let's see what else I can crank up.