Good to Know · Notes from the shop
Things worth knowing.
How we make records and games, written plain.
Production, publishing, scoring, shipping. The things we wish someone had told us sooner. Free, and there is no course at the end of it.
- StudiosYour DAW Writes the Music. The Audio Engine Plays It.A DAW renders a finished performance offline. An audio engine decides what to play, in real time. Here is what changes when your music goes into a game.→
- LabelOriginal music for your game, film, or trailerRoyalty free vs licensing vs original music. What original gets you, when to bring music in, and how to start.→
- ProductionMust-Have Plugins for Melodic Dubstep in 2026 (What We Actually Use)The five plugins Galactrex Records reaches for on most melodic dubstep sessions, and how we use each one.→
- StudiosWhat Makes a Game Feel Good to PlayHit-stop, screen shake, easing and feedback: the small details we tune to make an action feel satisfying.→
- ProductionHow We Get a Wide, Glassy Melodic BassLayering, unison, EQ, and the mid-side trick that keeps the low end solid in mono.→
- StudiosHow We Score Our Own GamesA label and a game studio under one roof, and why a soundtrack should be designed, not dropped in.→
- ProductionThe Only Plugins a New Producer Actually NeedsYou do not need 200 plugins. The short, mostly free starter set we would hand a new producer.→
- StudiosHow a Game Idea Becomes Something You Can PlayA rough prototype, a brutal cut, then a vertical slice you can actually feel.→
- ProductionMixing Low End That Translates From Phone to ClubHow we mix kick and bass so the low end holds up on a phone speaker, headphones and a club rig.→
- StudiosSound Design for Indie Games: Where to StartLayering, variation and mixing for the moment, with free tools that get you there.→
- StudiosWhy We Cut Features to Actually ShipMost games that never ship died from too many ideas. How we decide what to cut and what to protect.→