Not exact matches
The soundtrack is easily one of the best
in any
game done by the legendary David Wise who have many iconic video
game music tracks under his belt and he's the original
composer of DKC series
in the 90's.
The
music in the trailer was just
music we found for the trailer - but the whole
game itself has an original soundtrack by
composer Sean Beeson which you can grab here: http://seanbeesoncomposerformedia.bandcamp.com/
Brian began his career
in game audio
in 1987 as a
composer, sound effects designer and
music programmer for Williams Electronic
Games in Chicago writing
music and creating sound effects for pinball machines and coin - operated video
games.
The
composer of SOCOM 4 goes
in depth about his work, his background, and the future of the video
game music industry.
This wasn't something like most
games where the
game is almost done and they have temp
music in and they know what they want exactly and the
composer just comes
in.
According to Ubisoft's official release, the award - winning
composer of Hitman and Assassin's Creed fame will be taking the
game's
music in «an adventurous new direction,» crafting an atmospheric original score chock full of «emotional depth and diversity.»
And at the heart of this
music is the
composer — the person
in charge of setting the musical tone of a project and giving the
game it's trademark sound.
- $ 150 tier PLUS 2 Ultimate
Gamer V.I.P. Backstage Experience Packages which consist of the following: Video Games Live backstage laminated tour pass, Pre-show production tour, Q&A and special personal meet & greet with Video Games Live creator and
game composer Tommy Tallarico, Free download card for the special extended Video Games Live: Level 2 album, Official vintage Video Games Live poster, Video Games Live Temporary Tattoos, Special FRONT OF LINE access to the Video Games Live post-show meet & greet, Signed
composers scores and sheet
music from the performance (V.I.P. Packages to be given
in person at the show of your choice and does NOT include show tickets, travel, airfare, transportation, accommodations, etc., you pick the show and get yourself there, we supply the experience), PLUS a High Quality Thick Presentation Paper print out of original artwork of Earthworm Jim playing a guitar created exclusively for Tommy Tallarico (
composer of Earthworm Jim) from EWJ creator Doug TenNaple SIGNED by Tommy AND Doug!
Arkadiusz Reikowski is a
composer who's made
music for horror
games such as Kholat and Layers of Fear,
in addition to their own unique material like Inner Silence.
As such, composing for film or television will often involve more dramatic ups and downs
in the
music to closely match the scene whereas
in video
games, the
composer is usually composing
music layers (ambient exploration
music, combat
music, tension
music etc.) that will transition between one another,» he noted, adding, «Trailer
music is unique
in that the
music needs to make a very immediate and direct impact on the audience
in a short amount of time.
Other parts of the budget will include things like Album Art ($ 5,000), CD manufacturing based on 7,500 initial units ($ 5,000),
Music Licensing / Mechanical Licensing to the
Game Publishers,
composers, right holders, etc. based on 7,500 initial units ($ 15,000), Kickstarter & Amazon fees (10 % = $ 25,000), hiring of a PR firm
in both North America and Europe, Shipping & Handling of goods, added physical products at certain tier levels, etc..
In separate solo - presentations, Li & Ortega Composer David Ortega and Erik Desiderio Music Sound Designer Erik Desiderio will take a broader look at audio in game
In separate solo - presentations, Li & Ortega
Composer David Ortega and Erik Desiderio
Music Sound Designer Erik Desiderio will take a broader look at audio
in game
in games.
The soundtrack includes
music crafted by Harmonix's talented
in - house
composers, aswell as songs from well - known video
game composers such as Darren Korb (Transistor), C418 (Minecraft), Danny B (Crypt of the Necrodancer), and Jim Guthrie (Below).
In this interview with the
composer for the
game, Floex tells about his background as a visual artist who has found his way into the world of
music for films and
games.
In this episode we have a healthy dose of video
game music from a variety of different
games, systems and
composers.
Brian began his career
in game audio
in 1987 as a
composer, sound effects designer and
music programmer for Williams Electronic
Games in Chicago writing
music and creating sound effects for pinball machines and coin - operated video
games.
In A Composer's Guide to Game Music, Winifred Phillips — herself an award - winning composer of video game music — provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the fiel
In A
Composer's Guide to Game Music, Winifred Phillips — herself an award - winning composer of video game music — provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in th
Composer's Guide to
Game Music, Winifred Phillips — herself an award - winning composer of video game music — provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the fi
Game Music, Winifred Phillips — herself an award - winning composer of video game music — provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the f
Music, Winifred Phillips — herself an award - winning
composer of video game music — provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in th
composer of video
game music — provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the fi
game music — provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the f
music — provides a comprehensive, practical guide that leads an aspiring video
game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the fi
game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in th
composer from acquiring the necessary creative skills to understanding the function of
music in games to finding work in the f
music in games to finding work in the fiel
in games to finding work
in the fiel
in the field.
I was face to face with Marty O'Donnell, the famed
composer responsible for the
music in the Halo series, among other
games.
Joining the
composer of the original Daytona USA for this discussion are seven artists who have each participated
in composing, arranging or performing
music belonging the racing
game series.
«The Last Guardian
Composer's Choice PS4
Music App» will be available as a separate download from the PlayStation Store and includes 17 tracks from the
game in both stereo and surround formats with the ability to export MP3 files via USB.
The
music of this
game plays an important role
in presenting the world thanks to the
composer Austin Wintory, every time you join a star to solve a celestial puzzle, acapella notes are chanted, each small terrarium has it's own
music and interacting with its different structures produce more musical notes.
The
music of «Castlevania» was composed by both Kinuyo Yamashita and Satoe Terashima, two veteran musicians who made a name for female video
game composers in a time and place when such were rare, though the two worked independently of each other and never fully collaborated on their tracks.
- the
game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p
in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps
in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used
in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step
in the opponent's ink are reduced from original - you can jump up
in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles
in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode
in a player - versus - player type of
game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw
in - more Salmon Run maps will be added
in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected
in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had
composers who produced their songs, but Off the Hook are composing their
music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first
game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap
in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this
game's fun factor - more than 80 % of the overseas player base found the
game interesting - there was one player who won against a high - leveled NPC
in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the
music was received very well, which comes from
composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about slow map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
A Magical Art Style and Score: Longtime series illustrator Yuji Himukai and renowned
composer Yuzo Koshiro return to add their signature magic to the art and
music in the
game.
The
in -
game music comes from the hand of Joe Hisaishi, the
composer of the scores to over 100 films including many of Studio Ghibli's greatest productions.
To best fit
in with these teams, the «do it all»
game composer / sound designer has a clear advantage over the person who only knows how to write
music.
The
game's
composer, Nils «NeonInsect» Sinatsch, had some very clearcut ideas
in mind when he composed the
game's
music.
He joined LucasArts as a staff
composer in 2008, where he scored several
games in the Star Wars universe, including Star Wars: The Old Republic and Star Wars: First Assault, as well as serving as the
music supervisor and lead arranger for Monkey Island 2: Special Edition.
Gordy Haab is a multi award - winning film, video
game and television composer who has written music for many well - known titles, including most recently: Star Wars: Battlefront, Activision / AMC's «The Walking Dead: Survival Instinct», based on the # 1 hit TV series, Microsoft's «Kinect: Star Wars», which won «Best Music» at the 2012 Hollywood Music In Media Awards, and EA / Bioware / LucasArts» highly popular «Star Wars: The Old Republic,» for which he was awarded «Best Original Soundtrack» and «Best Instrumental Music» at the 10th Annual G.A.N.G. Awards, presented at the Game Developers Conference in San Franci
game and television
composer who has written
music for many well - known titles, including most recently: Star Wars: Battlefront, Activision / AMC's «The Walking Dead: Survival Instinct», based on the # 1 hit TV series, Microsoft's «Kinect: Star Wars», which won «Best Music» at the 2012 Hollywood Music In Media Awards, and EA / Bioware / LucasArts» highly popular «Star Wars: The Old Republic,» for which he was awarded «Best Original Soundtrack» and «Best Instrumental Music» at the 10th Annual G.A.N.G. Awards, presented at the Game Developers Conference in San Franc
music for many well - known titles, including most recently: Star Wars: Battlefront, Activision / AMC's «The Walking Dead: Survival Instinct», based on the # 1 hit TV series, Microsoft's «Kinect: Star Wars», which won «Best
Music» at the 2012 Hollywood Music In Media Awards, and EA / Bioware / LucasArts» highly popular «Star Wars: The Old Republic,» for which he was awarded «Best Original Soundtrack» and «Best Instrumental Music» at the 10th Annual G.A.N.G. Awards, presented at the Game Developers Conference in San Franc
Music» at the 2012 Hollywood
Music In Media Awards, and EA / Bioware / LucasArts» highly popular «Star Wars: The Old Republic,» for which he was awarded «Best Original Soundtrack» and «Best Instrumental Music» at the 10th Annual G.A.N.G. Awards, presented at the Game Developers Conference in San Franc
Music In Media Awards, and EA / Bioware / LucasArts» highly popular «Star Wars: The Old Republic,» for which he was awarded «Best Original Soundtrack» and «Best Instrumental Music» at the 10th Annual G.A.N.G. Awards, presented at the Game Developers Conference in San Francisc
In Media Awards, and EA / Bioware / LucasArts» highly popular «Star Wars: The Old Republic,» for which he was awarded «Best Original Soundtrack» and «Best Instrumental
Music» at the 10th Annual G.A.N.G. Awards, presented at the Game Developers Conference in San Franc
Music» at the 10th Annual G.A.N.G. Awards, presented at the
Game Developers Conference in San Franci
Game Developers Conference
in San Francisc
in San Francisco.
Finally, we will discuss limitations that we were up against
in designing the
music system and the types of technical demands that
composers and sound designers face when designing the soundscape for
music / rhythm
games.
Unlike most other
games in the series, none of the
music in this
game was composed by famed
composer Koji Kondo with the exception of the overworld theme, which was partly based off of his original overworld theme.
Luckily we had our great
music composer, Michał Stalewski, on board who has created
music for every character
in the
game.»
The
music is as spectacular as the vocal cast and fitting to the genre, and
composer Masafumi Takada does well to complement both the silly and serious moments
in the
game.
In addition to the groundbreaking first person shooter from 1996, 20th Anniversary World Tour includes a new Episode from the original designers, new
music from the
game's original
composer, and new «Duke Talk» from the original voice of Duke Nukem.
Assassin's Creed IV: Black Flag» was the first
game in the best - selling series to feature a unique
music for its multiplayer component It was created by London - based
composers Joe Henson and Alexis Smith, who boast a wealth of experience across a range of industries.
Everything the
game offers captivated me at first sight: beautiful hand drawn graphics (all of them are work from the lady
in the picture above), great original
music from the
game composer Antonio Teoli (if you never heard of him, I encourage you to look for his previous jobs — or just for the trailer for White Lie) and a beautiful story.
On 20th August 1987,
composer and conductor Koichi Sugiyama presented his Family Classic Concert at the Suntory Hall
in Tokyo — the first video
game music concert
in the world.
-- GameShadow Innovation
in Games Festival, Innovative Use of In - Game Audio (music and sound design; fl0w); nominated — Society of Composers, Inc., Best Original Score (Oleg's Overcoat); winner — ASCAP Morten Gould Young Composer Awards («Wooden Rain»); finali
in Games Festival, Innovative Use of
In - Game Audio (music and sound design; fl0w); nominated — Society of Composers, Inc., Best Original Score (Oleg's Overcoat); winner — ASCAP Morten Gould Young Composer Awards («Wooden Rain»); finali
In -
Game Audio (
music and sound design; fl0w); nominated — Society of
Composers, Inc., Best Original Score (Oleg's Overcoat); winner — ASCAP Morten Gould Young
Composer Awards («Wooden Rain»); finalist
Hiroki Kikuta has had a varied career, having studied philosophy, worked as a cartoonist and composed
music for anime series before deciding to become a
composer for video
games in 1991.
-- Grammy Awards, «Best Score Soundtrack Album» (Journey); nominated — Academy of Interactive Arts & Sciences, DICE Award «Outstanding Achievement
in Music Composition» (Journey) winner — British Academy Awards, «Games / Original Music» (Journey); winner — British Academy Awards, «Games / Outstanding Achievement in Audio» (Journey); winner — Game Audio Network Guild Awards, «Music of the Year» (Journey); winner — Game Audio Network Guild Awards, «Audio of the Year» (Journey); nominated — Game Audio Network Guild Awards, «Best Interactive Score» (Journey); winner — Game Audio Network Guild Awards, «Best Original Instrumental» («Apotheosis», Journey); winner — Game Audio Network Guild Awards, «Best Original Vocal (Pop)» («I Was Born For This», Journey); winner — Game Audio Network Guild Awards, «Best Soundtrack album» (Journey); winner — Game Developer Choice Awards, «Audio of the Year» (Journey); winner — International Music and Sound Awards, «Best Original Composition — Gaming» (Journey); winner — Music and Sound Awards UK, «Best Original Composition — Gaming» (Journey); winner — Original Sound Version, «Composer of the Year [2012]» (Journey); winner — Original Sound Version, «Best In - Game Soundtrack [2012]» (Journey); winner — International Film Music Critics Association, «Best Original Score for a Video Game» (Journey); winner — New York Videogame Critics Circle Awards, «Tin Pan Alley Award for Best Music» (Journey); winner — Hollywood Music in Media Awards, «Best Song — Videogame» (BeatBuddy: Stingin» Swing); nominat
in Music Composition» (Journey) winner — British Academy Awards, «Games / Original
Music» (Journey); winner — British Academy Awards, «Games / Outstanding Achievement
in Audio» (Journey); winner — Game Audio Network Guild Awards, «Music of the Year» (Journey); winner — Game Audio Network Guild Awards, «Audio of the Year» (Journey); nominated — Game Audio Network Guild Awards, «Best Interactive Score» (Journey); winner — Game Audio Network Guild Awards, «Best Original Instrumental» («Apotheosis», Journey); winner — Game Audio Network Guild Awards, «Best Original Vocal (Pop)» («I Was Born For This», Journey); winner — Game Audio Network Guild Awards, «Best Soundtrack album» (Journey); winner — Game Developer Choice Awards, «Audio of the Year» (Journey); winner — International Music and Sound Awards, «Best Original Composition — Gaming» (Journey); winner — Music and Sound Awards UK, «Best Original Composition — Gaming» (Journey); winner — Original Sound Version, «Composer of the Year [2012]» (Journey); winner — Original Sound Version, «Best In - Game Soundtrack [2012]» (Journey); winner — International Film Music Critics Association, «Best Original Score for a Video Game» (Journey); winner — New York Videogame Critics Circle Awards, «Tin Pan Alley Award for Best Music» (Journey); winner — Hollywood Music in Media Awards, «Best Song — Videogame» (BeatBuddy: Stingin» Swing); nominat
in Audio» (Journey); winner —
Game Audio Network Guild Awards, «
Music of the Year» (Journey); winner —
Game Audio Network Guild Awards, «Audio of the Year» (Journey); nominated —
Game Audio Network Guild Awards, «Best Interactive Score» (Journey); winner —
Game Audio Network Guild Awards, «Best Original Instrumental» («Apotheosis», Journey); winner —
Game Audio Network Guild Awards, «Best Original Vocal (Pop)» («I Was Born For This», Journey); winner —
Game Audio Network Guild Awards, «Best Soundtrack album» (Journey); winner —
Game Developer Choice Awards, «Audio of the Year» (Journey); winner — International
Music and Sound Awards, «Best Original Composition — Gaming» (Journey); winner —
Music and Sound Awards UK, «Best Original Composition — Gaming» (Journey); winner — Original Sound Version, «
Composer of the Year [2012]» (Journey); winner — Original Sound Version, «Best
In - Game Soundtrack [2012]» (Journey); winner — International Film Music Critics Association, «Best Original Score for a Video Game» (Journey); winner — New York Videogame Critics Circle Awards, «Tin Pan Alley Award for Best Music» (Journey); winner — Hollywood Music in Media Awards, «Best Song — Videogame» (BeatBuddy: Stingin» Swing); nominat
In -
Game Soundtrack [2012]» (Journey); winner — International Film
Music Critics Association, «Best Original Score for a Video
Game» (Journey); winner — New York Videogame Critics Circle Awards, «Tin Pan Alley Award for Best
Music» (Journey); winner — Hollywood
Music in Media Awards, «Best Song — Videogame» (BeatBuddy: Stingin» Swing); nominat
in Media Awards, «Best Song — Videogame» (BeatBuddy: Stingin» Swing); nominated
In the meantime, don't forget about Music Respawn, Kate Remington's game music composer interview show on WSHU public radio from here in the State
In the meantime, don't forget about
Music Respawn, Kate Remington's game music composer interview show on WSHU public radio from here in the St
Music Respawn, Kate Remington's
game music composer interview show on WSHU public radio from here in the St
music composer interview show on WSHU public radio from here
in the State
in the States.
(«The Knights» Theme», The Order 1886 [shared w / Jason Graves]-RRB-; nominated — Hollywood
Music in Media Awards, «Best Score — Videogame» (ABZU); nominated — Movie
Music UK 2015, «Best Video
Game Score» (Assassin's Creed: Syndicate); winner — Movie
Music UK 2015, «Best Original Song» («Underground,» Assassin's Creed: Syndicate [shared w / Tripod]-RRB-; winner — International Film
Music Critics Association, «Best Original Score for a Video
Game» (Assassin's Creed: Syndicate); winner — Annual
Game Music Awards, «Best Score, Cinematic / orchestral» (Assassin's Creed: Syndicate); nominated — Annual
Game Music Awards, «Artist of the Year: Western
Composer» (Assassin's Creed: Syndicate, Sunset); nominated — MundoBSO.com, «Best Videogame Soundtrack» (Assassin's Creed: Syndicate); winner — IGN.com, Best of 2015, «Best Original
Music» (Assassin's Creed: Syndicate); nominated
(«Underground», Assassin's Creed: Syndicate [shared w / Tripod]-RRB-; nominated —
Game Audio Network Guild Awards, «Best Audio for an Indie
Game» (The Banner Saga); winner —
Game Audio Network Guild Awards, «Best Soundtrack Album» (The Banner Saga); nominated —
Game Audio Network Guild Awards, «Best Original Instrumental» («Of Our Bones, The Hills», The Banner Saga); nominated — BSO GoldSpirit Awards, «Best Score for a Video
Game» (The Banner Saga); nominated — International Film
Music Critics Association, «Best Original Score for a Video
Game» (The Banner Saga); nominated — SXSW Gaming Awards, «Excellence
in Musical Score» (The Banner Saga); nominated — NAVGTR
Game Awards, «Original Dramatic Score, New IP» (The Banner Saga); nominated — Annual
Game Music Awards, «Best Score, Cinematic / orchestral» (The Banner Saga); nominated — Annual
Game Music Awards, «Artist of the Year: Outstanding Contribution, Western
Composer» (The Banner Saga, Soul Fjord); nominated — Annual
Game Music Awards, «Outstanding Achievement:
Music Production» (The Banner Saga); winner
RelEX Studio Managing Director Ngozi Watts (former VP Gambling at Unity) will discuss new software to export your Unity
game to HTML5 Canvas and Dreamcraft
Music & Sound
Composer Mike Raznick will discuss upping the fun (and retention)
in games through audio.
Starting at 4 o'clock CST, a lineup of 10 hours worth of
music performances from some of the most iconic names
in the
game music industry will be broadcast online for the masses to enjoy, including
composers Akira Yamaoka (Silent Hill, Shadows of the Damned) and Michiru Yamane.
-- British Academy Awards, «Games / Original
Music» (The Banner Saga); nominated — British Academy Awards, «Games / Outstanding Achievement
in Audio» (The Banner Saga); nominated — ASCAP,
Composers» Choice Awards, «Video
Game Score of the Year» (The Banner Saga); winner — Canadian Videogame Awards, «Best Audio» (Assassin's Creed: Syndicate); winner — GameTrailers.com, «Best Soundtrack 2015» (Assassin's Creed: Syndicate); winner — GameMusic.pl, «Best Soundtrack 2015» (Assassin's Creed: Syndicate); nominated — Hollywood
Music in Media Awards, «Best Score — Videogame» (Assassin's Creed: Syndicate); winner — Hollywood
Music in Media Awards, «Best Song — Videogame»
Matsumae,
in collaboration with
music label Brave Wave Productions, unveils her first - ever original solo album THREE MOVEMENTS, which celebrates her thirty years of working as a
composer in the video
game industry.
, Kate Remington's
game music composer interview show on WSHU public radio from here
in the States.
This could easily be manipulated by shrewd
game creators and studios, or simply those that are too new to know how to compensate their
music composers fairly (if they can at all,
in terms of budget).