Showing posts with label Marty O Donnell. Show all posts
Showing posts with label Marty O Donnell. Show all posts

Monday, November 4, 2019

GameSoundCon 2019

I had a blast at GameSoundCon 2019. Once again I was honored to serve on the advisory board and to co-chair the ludomusicology/sound studies track, this year with Dana Plank.  Dana did a great job live tweeting the academic conference, if you want to catch up on what we were doing.  GameSoundCon really is my favorite conference of the year for a number of reasons, and I wanted to share some of my highlights from this year as well as encourage anyone reading who has any interest in the conference to consider attending in the future.

While I was of course excited to hear the talks Dana and I selected for the academic track, hearing Sarah Pozderac-Chenevey speak about the music of Metal Gear Solid, watching Martin Leung transcribe from Super Mario Galaxy live, Ryan Thompson discussing about the sounds of the SNES, and many others.  But honestly, my favorite day is the other day of the conference, where I can dart from room to room and hear any variety of presentations on very different topics.

Below I list some of my favorite quotes from GSC 2019 with some of favorite people I met.

With Elizabeth Zharoff

Elizabeth Zharoff speaking about upcoming AI developments in voice commands and video games:  "What if you yell at someone when you should speak to them normally?  Imagine yelling a spell incantation when you should simply speak it normally and thus the enemy is able to block it."

Marc Strait speaking about audio accessibility in gaming: "Why can you adjust the brightness on your TV to optimize your gameplay and suit your eyes the best, but not alter the audio profile to suit your ears?"


Hearing Tom Salta speak about his use of leitmotifs in Tom Clancy's Ghost Recon

Gender and Safety panel: "How do we ourselves act once in positions of power if we never had good role models as we came up?"

Will Roget's inspiring keynote with a cameo by U-M alum Nico Millado as Scorpion 

Will Roget: "Long term commitment in people and projects is more important than short term networking and gain.  Invest in people and connections and you'll reap dividends over the long term."

At the speakers dinner with Marty O'Donnell and Video Game Pianist Martin Leung

And I loved what Marty O' Donnell said to me: "I'm a big fan of yours!  It's great to have you working in and around this field."  Excited to have some of his music recorded and coming out later this year.

All in all, GameSoundCon is such a great time.  I hope that I might see some of you at one in the future.  If you have any questions about it, be sure to ask away.


Wednesday, October 8, 2014

Current News: Day 1 at GameSoundCon

I'm just getting back to my hotel from the first day at GameSoundCon.  Great day!  Totally lifted my spirits from the fact that my flight in yesterday was delayed, the hotel oversold, and I was moved into a craphole where I feel like the sheets are going to give me Ebola.  As I walked into GameSoundCon this morning, George Sanger was lugging his suitcase up the steps in front of me and we started chatting.  When I got to the registration table, Alexander Brandon was passing out the registration information for the N-Z folks, which of course included me!  These are two great composers whose music I admire and whose books I love and have written about (George and Alex).  A great start to the day to help wash away the rough arrival yesterday.

After a mass meeting, I spent the morning in FMOD sessions with Stephan Schutze.  I felt a bit awkward initially when Stephan asked everyone how they identified as a sound designer or as a composer.  Then he asked who didn't raise a hand-- just me-- and I said I identified as a teacher of game music.  He went on a bit of a tirade about how there were a lot of "Bobs" who were teaching game audio and had no business or knowledge to be doing so and it was fraud.  Then quickly followed this with the caveat that he was glad I was seeking out the training that many didn't know they needed or care to get.  After that bump and a technical problem with the projector, the sessions progressed quickly as he showed many of the features of FMOD.  While the class wasn't the sort of FMOD 101 I was hoping for, it was interesting to watch what was possible in the software.  One of the main points he stressed was that folks used to linear media need to get out of the mindset of "get your sounds in ProTools, mix them, and export them off to the game."  Instead, technology today allows for the game engine to mix the sound interactively in the game.  Principles I understand already from readings, but cool to see how he applied them with the software.

After lunch at a gastro-pub, I headed to Alexander Brandon's session discussing his work on the Wasteland 2 and Pillars of Eternity.  Most cool about this session was hearing how he worked in Unity 4 on this game and used various techniques and softwares to conquer audio problems.  Alex seemed to be a fan of Wwise, which was not used in these games, but he is hoping to use in future games.  He also discussed the differences in updates to Unity 5 that are improvements to how the audio works.  While I haven't used Unity much at all except for exploring just a bit of Steve Horowitz' book, it was cool to see that the interface wasn't so much different from the Unreal demos I've seen in The Game Audio Tutorial.  At the end of this session, I was sitting close enough to Winifred Phillips to get her to autograph my copy of her superb book, which I've been reading on this trip.

I was planning to head back to the FMOD session for some talk about generative audio, but instead I headed down to chat with some of the sponsors.  There were numerous tables set up by different groups and products: IAsig, Wwise, RealSpace VR Audio, and ProSoundEffects.  I'm planning to join IAsig next year as this year is my year of GANG.  Wwise and ProSoundEffects are both things that I think could enhance my teaching at UM, so I chatted with them about possibilities for students and educational packages.  The hardest of these for me to describe is RealSpace VR audio.  They had headphones where the audio changed in relation to the placement of a second device around you, changing the mixing as you were stationary in the headphones and the device was moved around you.  Next, they had me put on enormous goggles and a second set of headphones that looked into a beautiful 3D environment and it was possible to move through the environment by looking at various objects in it and hear the sound change in relation to your position in the virtual environment.  I'd never seen or heard anything like that.  Definitely something to keep an eye on in the future!

Marty O'Donnell gave the keynote address.  I forget that he wrote that memorable Flintstone Kids jingle from my childhood.  Never knew it was his daughter who sang the final "and growing!"  I never played Halo, but of course know the music anyway.  I played a bit of Riven, but was way more into Myst-- didn't realize he got into the later sequels in this series.  Anyway, fascinating to hear about his journey and some of his advice.  I may use some of his points and examples in my own teaching.  His three main points were: 1-practice, 2-take risks, and 3-have friends.  Good advice in any field, certainly any musical one!  The end of the talk was a bit of a downer as he talked about abuse in the game audio field and how to protect yourself and your creations.  Again, good advice, but too bad that folks get burned enough to make that a front and center issue in the field.

All in all, a wonderful, tiring, busy day.  Looking forward to tomorrow with some Wwise training and audio roundtables.

Tuesday, February 26, 2013

Surveying Literature: Tom Hoover Keeping Score

Recently found Tom Hoover's Keeping Score.  The book is a collection of interviews with film, television, and game music composers.  What makes the timing of it perfect for me is that I've been thinking about starting a new blog series about game composers, so it's very cool to see these, which I'm encountering as the first scholarly recorded interviews with game music composers.  Part III of the the book, interviewing game music composers, contains six interviews.  I've pulled out a quote or two that stood out to me from each composer.


Seems that composers generally come into game projects at two points: right at the end of everything in a rush, or from the beginning when the game is in development phase.  The following quote presents the earlier as ideal.  Plus, I love the idea of games as being a haven for creativity.

Marty O' Donnell:  "The earlier the composer is exposed to the story, look, and feel of a game, the better...  I think the future is bright for game music.  Better technology, better composers, better music is happening each new year.  Games are a great place to be creative."


Reading these interviews reminded me that a video game is often a multi-media brand launch.  Movies, soundtracks, video games, toys, action cards, etc, are often all bundled together in a release.  Movie scores and game scores could be planned to have similar themes or could be very different because of differences in timing.  An interesting study might consider how film and game composers handle the same material differently and/or similarly.  Also, as women composers is one of my scholarly interests from back in my dissertation days, I'm excited to consider the possibility of highlighting female game composers in future blogs.

Winifred Phillips: "It has been my experience that the style of the upcoming film's score is a complete mystery to the developers, which means that I'm given freedom to create music for the game in a style that makes sense to me.... For the game to be ready in time to launch alongside the film, the music composition for the game must begin long before the film composer has written a single note."


As many similarities as folks naturally see between game music and film music, it's great to hear a composer voice the major differences between the genres and challenges in game music composition.

Inon Zur: "In games, [similarity to film music] is about 50 percent of it.  The other 50 percent are the different cues of the music in the game, because you'r enot writing music for a certain specific thought.  You write music for a level, a map, an area.  So let's say a minute and a half to a two minute sequence of music needs to serve an area where the player spends a good 45 minutes..... As a composer, you have to be very aware of the fat that the music has to serve a place where it wouldn't necessarily hit every point, sword hit, or gunshot.  It should... evoke certain emotions and describe what's going on in a general way.  The next tactic is how you compose in a way that you can take what you've composed and actually pull it apart, break it down to different stems, loops, and elements, and play them separately in particular spots so you won't feel that the music is repeating itself again and again."


While very early game music composers were likely to be engineers, technological sophistication, ease, and standardization have helped bridge the gap for classically trained musicians to more easily enter the field.

Cris Velasco: "When I graduated from high school, I had just started playing guitar, which was the only muisc I knew at the time.  I had a death metal band actually.... and then I took a music appreciation course.... that changed my life.  We were listening to the last movement of Mozart's 40th Symphony, and I had an epiphany in class that this is amazing and this is what I wanted to do with my life, which was kind of hilarious because I didn't even know how to read music.  I'm not sure if I had even been to the symphony at that point, but just something about that Mozart piece really spoke to me so profoundly that it did change my life."  


Earlier in the course of the blog, I remember being shocked that I could listen to complete soundtracks on YouTube, but not buy them on iTunes or Amazon.  As I'm studying game audio online, I'm learning that what's listed as a "complete soundtrack" online may be only a small portion of the game music.  Definitely, though, online is the best current way to connect with game audio.

Jesper Kyd: "The thing about it is that there are at least as many fans of videogame music as there are, I feel, for film music.  It's just that film music is much more visible; there's a promotional package behind it...  In games, sometimes a great score is never even promoted.  But in a videogame, the fans go inside the game, they rip out the music, and they spread it around on the Internet."


Finally, a reminder for me that my knowledge about video game music, no matter how classically I can hear it an analyze it, is incomplete without broadening my technological understanding of how the music is made in the games.  I wonder: what kind of audio systems do designers use?  Are there any that I come in contact with in my work: Ableton, ProTools, Logic?  Of course, the exact technologies are what allow for new game design to be innovative and constantly develop and improve, but are there programs that can prepare composers broadly for the job?

Jason Graves:  "Your knowledge of game audio technology need only be as deep and detailed as your desire to work in said field...  The more informed you are about the technology that will be placing your music in the game and triggering your music at the (hopefully) proper time, the better off you are as both a composer and part of the team."