It's often hard as one who simply appreciates game music and isn't in the industry to really know what happens behind the scenes with regards to
how game music composers and game musicians are treated.
Not exact matches
Santaolalla (we can't get over
how perfect the «olalla» part is for a
music composer) has previously worked on the fantastic The Last Of Us, creating the
game's timeless soundtrack and getting himself nominated for the best soundtrack award at the 10th British Academy Video Games Awards.
- 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
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.
Beginning with
how to work with the designer to map
game levels to
music, the session will focus on the interaction between what's technically possible and the
composer's vision for the
game, through the planning, recording and production phases.
During a panel interview at
Game Music Connect, the title's composers Joe Henson and Alexis Smith discussed how they tried to stay true to the work of Jerry Goldsmith, who scored the film, while also giving the game's music a more modern tw
Game Music Connect, the title's composers Joe Henson and Alexis Smith discussed how they tried to stay true to the work of Jerry Goldsmith, who scored the film, while also giving the game's music a more modern t
Music Connect, the title's
composers Joe Henson and Alexis Smith discussed
how they tried to stay true to the work of Jerry Goldsmith, who scored the film, while also giving the
game's music a more modern tw
game's
music a more modern t
music a more modern twist.
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).
In this exclusive SoundWorks Collection podcast conversation we chat with
Composer Wilbert Roget II about his work on Call of Duty WWII and discuss the unique creative challenges of writing music for video games, his extensive career working as a video game composer and how he landed the project
Composer Wilbert Roget II about his work on Call of Duty WWII and discuss the unique creative challenges of writing
music for video
games, his extensive career working as a video
game composer and how he landed the project
composer and
how he landed the project... More
Clearly, it's a complicated situation no matter
how you slice it for a lot of
game music composers, both homegrown and international.
We speak to Jeremy Borum about creating
music for
games, and
how composers can draw on other forms of entertainment
The discussions were meant to highlight
how much work video
game composers and musicians of all calibers should be fairly compensated for their hard work and creative efforts when composing
music for any video
game, from small mobile titles to AAA
games.
In the first
game however, the
music is mostly interesting because you realize
how far the
composer is going from here, not because any
music here is better than, say, Robocop 3.
The last developer diary takes a look at the audio, bringing the voice cast behind the
game, Deus Ex HR Audio Director Steve Szczepkowski,
Composer Michael McCann, Sound Designer Yohann Boudreault and discussing
how they were able to bring audio and
music components for players to be immersed in.
In this interview, the
composer describes
how his
music was intended to deliver an entirely new kind of sound to the in -
game environment.
Alastair Lindsay and Paul Lipson discuss their roles within these organisations and
how they go about sourcing and working with both in - house and freelance
composers including advice on the kind of skills, qualities and portfolio they expect from aspiring
game music composers.
To concentrate on that, the
music was turned down, but as the
music for such
games is a story unto itself, the PNW Section January 2015 meeting presented Lance Hayes, Lead
Composer for the current Forza Motorsport 5, who spoke about
how the
music score was created and recorded.
It is still unknown whether Final Fantasy X-2 will recieve re-arranged
music as well, but considering
how it had different
composers working on the
game and Final Fantasy X's Masashi Hamauzu is involved with creating these new arrangements it does not seem as likely.
Most testers are looking for technical problems with
music, and really, the
composer needs to be playing the
game frequently to see
how it feels while also taking into account the big picture.