Six of the world's
leading game composers outline their personal journeys into scoring videogames, together with their inspiration and influences, reflecting on the past, present and future of game music design and application.
Not exact matches
In these interviews you'll be introduced to the
lead game designer,
composer, art director, and the head of the AurumDust team.
BT (Brian Transeau) is a
leading Electronic Dance Music (EDM)
composer, film and video
game composer, and technologist.
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 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 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 field.
Audio Director Sound Designer Audio Programmer Audio Engineer Recording Engineer Audio Integration Specialist
Composer Producer / Director CEO / Studio Director
Lead Software Engineer Software Engineer
Game Designer Student / Intern Teacher IT Other
- 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
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.
After working at Capcom and Square Enix for much of her career, she now continues to compose for
games through freelance work, and is currently the
lead composer on the upcoming Square Enix flagship titles Final Fantasy XV and Kingdom Hearts III.
These roles
led him to meet Dragon Quest
composer Koichi Sugiyama and, having developed an inclination to compose for video
games, he begun to study under him.
Developed in collaboration with ω - Force (Omega Force) from KOEI TECMO
GAMES and
led by a legendary trio of creators including series mastermind Yuji Horii, revolutionary
composer Koichi Sugiyama and world - renowned artist Akira Toriyama, the
game brings DRAGON QUEST, a franchise with over 100 titles in Japan to - date, back to the West in full force.
He was the Producer,
game logic programmer, and
lead composer for Solace (winner in IGF, PAX10) and Solstice.
This video
game soundtrack was composed by the
lead composer and senior audio director of Blizzard Entertainment, Russell Brower, who is known for his compositions on other popular Blizzard titles.
That
leads into the additions of the Hamlet Idyll
game mode as well as the Construct the Luminith Tower alternate win condition, and there are also new map and land tile types, new music from our
composer Pablo Vega, and more.
The music
composer and
lead programmer of Origins of Audio holds experience in working with indie movie makers as well as with indie
game devs.
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.
As an award - winning
composer of video
game music, Phillips 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 field.
Bandera Games, LLC (Austin, TX) 2008 — Present
Lead Audio Designer / Music
Composer • Responsible for the creation of all audio assets for an online multiplayer video
game • Record, edit and help script rich and engaging dialog • Create sound design for
game and record all music • Provide additional sound design and assistance as needed