[vc_row][vc_column][templatera id=”5797″][/vc_column][/vc_row][vc_row full_width=”stretch_row” css=”.vc_custom_1475431223650{background-image: url(https://www.whitenoisestudio.com/wp-content/uploads/2014/04/White-Noise-Studio-Recording-Background-30092016.jpg?id=6193) !important;}”][vc_column][vc_single_image image=”5863″ img_size=”full” css=”.vc_custom_1475431196552{padding-top: 10px !important;padding-bottom: 10px !important;background-position: center !important;background-repeat: no-repeat !important;background-size: cover !important;}”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]

Astroneer – Rutger Zuydervelt – Mastering

[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Astroneer is an indie game by System Era Softworks which went on to be the best selling steam game of december 2016. Rutger Zuydervelt composed the soundtrack. The first 16 tracks were mastered at White Noise Studio for online release and for the soundtrack cd release.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column width=”1/2″][vc_single_image image=”6353″ img_size=”full”][/vc_column][vc_column width=”1/2″][vc_column_text css=”.vc_custom_1482397277056{margin-top: -13px !important;}”][/vc_column_text][vc_column_text]Astroneer Game Soundtrack.
Released 16 december 2016
Steam: http://store.steampowered.com/app/571010/
Bandcamp: https://machinefabriek.bandcamp.com/album/astroneer-original-game-soundtrack
Deezer: http://www.deezer.com/album/14784519
iTunes: https://itunes.apple.com/nl/album/astroneer-original-game-soundtrack/[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]by Marlon Wolterink:

Rutger Zuydervelt, a.k.a. Machinefabriek, asked me to do the mastering of the Astroneer Soundtrack. The 16 tracks were mastered for CD and online release. Rutger added another 9 tracks later for digital only since the cd’s were already pressed.

Astroneer mastering:

The main goal of the mastering was to even out the overall sound and add more depth and a bit bigger perception of space.
First, the overall sound was adjusted. All tracks shared the same sound globally.
I adjusted the low end to sound even, taming a few louder notes. The low end was a bit compressed and boosted slightly to add some beef. In the higher mids a bit of compression evened out some jumpy notes.

Adding space:

Next up was adding the 3d depth and space.
I planned to do this by adding a bit of reverb. I set out to do this by first determining a few key frequency areas which would benefit from adding reverb.
In total 3 instances of reverb were added. One for the high freqencies, one for mid and one for the low.
Each of these instances were setup either with a gate before the reverb and / or a hi- lo- and bandpass filter to make sure just the right frequency areas received reverb.
This all got blended in very slightly and different per track. Just to add that little bit of space.

All tracks then where passed through an analogue eq to add that bit of luxury eq and then limited to a very comfortable -12Lufs.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]

[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][templatera id=”5871″][/vc_column][/vc_row]