![]() After a lot of experimentation and research, I began developing some harmonic ideas that would be repurposed consistently throughout the score. I started to see myself as a musical translator, reinterpreting a language from another world so that it could be intelligible for people of ours. In practice, the music still had to sound somewhat conventional as it needed to be enjoyed and understood by the player. I tried to push the boundaries of what is commonly heard in folk and western music - utilising richer and/or more ambiguous chords - often breaking some rules of Western harmony. ![]() The inhabitants of the Free Cities have their own cultural background and I felt that I needed to give them their own musical language as if it had been developed throughout the history of the civilisations that preceded them. The story is set in an imaginary world and although Sandrock looks a lot like the American west, it is not the American west. The game would also feature RPG mechanics such as exploring dungeons, battling enemies, upgrading weapons, taking on side quests etc. The themes of the new storyline would be similar to Portia’s. It would also expand upon the lore first explored in My Time at Portia to give players deeper insight as to what the world of the Free Cities is like. Sandrock would offer a deep and open narrative, there would be villains and heroes, comedy and tragedy. ![]() This time the player would arrive in the rugged mining town of Sandrock and - just like in the previous instalment - gameplay would revolve around gathering materials and relics to upgrade their workshop, take on new commissions as well as maintain relationships with the townsfolk. It sets out to improve on My Time at Portia and includes quality of life improvements and much more content. It was initially considered as downloadable content (DLC) for My Time at Portia but was later decided to be a new, separate game. Back in 2019, I got contacted by Pathea Games to compose some music for their new game in the My Time series.
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