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Hi, thanks for the comment—I appreciate you taking the time to check out my work. I just wanted to clarify a few things for anyone else who might be reading your comment, so there's no misunderstanding about my workflow.

I don’t actually rely on loops or sample packs to build my tracks. Across the 50+ pieces on my portfolio, only one (“Werewolf Ambush”) uses a sample for a transition effect. Everything else is composed by me, programmed in MIDI, and run through VSTs.

Each track takes 2–3 hours on average to compose, tweak, and mix—so there’s easily over 100 hours of original work in the portfolio (hence why songs are only 1-2 minutes long). I bring this up because the idea that I stitched together pre-made or purchased loops might unintentionally misrepresent the time and effort that went into these pieces.

As for quantizing, I apply it where it fits the genre or mood—more rigid in EDM, looser in cinematic or classical-style pieces where expression is important. I usually do quantize piano leads, mostly out of personal habit.

It’s possible I misunderstood your comment—if by “loops” you meant musical repetition, or if “quantizing” referred to dynamics or instrument attack. (With this said, some VSTs require a 1/64 shift early to account for latency. I may have overlooked this in some tracks - particularly strings and brass. Is this what you are referring to in regard to quantizing?) 

If I have misunderstood at all, no worries. I just wanted to clarify things, since those terms can be interpreted pretty specifically. And if I interpreted your comments this way, it's possible game devs might too—hence the response. 

I’m always open to critique—it helps me improve—but I also appreciate when it comes from a shared understanding of the medium. Thanks again for checking out the work!