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How to make Funk music with creative constraints

Everything lands on the One, the bass leads, and the chord does not change for a while. A short guide to funk under constraint, then 42 funk cards to draw from.

▲ Draw a Funk brief

What makes Funk tick

Funk is rhythm as harmony. A single dominant seventh chord (or a two-chord I7 to IV7 vamp) can carry a whole track because the interest is in the sixteenth-note interplay between drums, bass, guitar and horns, all of them converging on the first beat of the bar and scattering across the rest of it. Tempo sits around 95 to 115 BPM, the scale is Dorian or Mixolydian when a melody shows up, and the dynamics are extreme: a full band stab, then silence.

The craft is in the pocket, which means where each instrument places its notes relative to the others. The guitar plays short, muted chords ahead of the beat; the bass plays around the kick, not on it; the horns punctuate. Nobody plays on every sixteenth, and the sixteenths nobody plays are the groove.

Three constraints that work in Funk

Mistakes that flatten a Funk track

How to use the 42 Funk cards

Draw a funk brief and put the rhythm card first: a syncopation or displacement card is the whole assignment. Use Dorian Mode or Mixolydian Mode for the melody when one is needed, and keep the harmony to whatever chord card you pulled, for the whole sketch.

Every card below is tagged Funk in the deck. The button above opens the studio with the Funk fader already set; the hand you pull is your brief for the next twenty minutes. Pull cards, accept the brief, ship a sketch.

Funk constraint cards

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