The Witching Hour


“Halloween night has finally arrived and Robbie couldn’t be more excited for this year’s candy haul and to see what his 3 friends decided on for their costumes. Before leaving the house Robbie is warned; as he is every year, by his Grandfather to not be caught out past The Witching Hour. Robbie takes the warning as with a light heart. The candy keeps flowing and Robbie, Becca, Tiffany and Johnny spend the night eating the fruits of their labor and laughing. As the clock chimes twelve, Robbie soon realizes his Grandfather’s warnings were real. The streets fill with an army of classic ghouls, ghosts, zombies and creatures of the night. Robbie and his friends are in for the fight of their lives, to not only get home but to save the town from the evil behind the ghoulish horde”

– Bad Teddy Games, The Witching Hour

One of the very first Indie games that I composed for during my studies in Video Game Design & Development, and had the pleasure doing so, as well.

When we first started our second Term, what the Team was going for, in terms of Music Composition, was a “Tim Burton” feel, and I had no doubt in my mind that I was going to back out from it.

There were also some frustrations during music composition for “The Withching Hour” such as wanting the music to sound like “Diablo III” or even “Starcraft” aka Dark, Sinister, Epic. Which was not really my thing but went with it anyway. Myself and the team were going back and forth with the music, and after much deliberation, we decided to merge both styles of Tim Burton and “Diablo III”

On the day of presentation, family and friends gathered in one room playing the demo and gave all the people, who helped designed the game, a lot of feedback saying how great the demo was and expressed their love for the gameplay, sound and music composition. To me, and I have also been told by the lead designer himself something similar to what I think: Without the soundtrack, the game wouldn’t even be what it is today.