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August 17, 2017
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Brian Schmidt's Blog   Expert Blogs

 

Brian Schmidt is a 25-year game audio veteran and an independent Game Audio Consultant, Composer and Sound Designer at Brian Schmidt Studios, LLC.  He is also the founder and Executive Director ofGameSoundCon.  Brian sits on the GDC Advisory Board and is President of the Game Audio Network Guild.  He also founded EarGames, a new game company writing unique "video" games that rely on sound rather than visuals for gameplay.

 

Expert Blogs

GameSoundCon Survey looks deeper into the Salaries, Working Environment, Production and Contracts for video game composers and sound designers


Posted by Brian Schmidt on Tue, 04 Nov 2014 08:03:00 EST in Audio, Design, Programming, Console/PC
Integration is at least as important as the music itself in a great sounding game.


GameSoundCon Survey looks deeper into the Salaries, Working Environment, Production and Contracts for video game composers and sound designers


Posted by Brian Schmidt on Mon, 17 Jun 2013 04:50:00 EDT in Audio, Design, Programming, Indie, Smartphone/Tablet
Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?


Posted by Brian Schmidt on Fri, 08 Feb 2013 07:44:00 EST in Audio
Austin Wintory's Game Soundtrack for Journey may become the first videogame soundtrack to win a Grammy at this weekend's Grammy Awards.


Posted by Brian Schmidt on Mon, 08 Oct 2012 08:14:00 EDT in Business/Marketing
Game Industry veteran Brian Schmidt discusses how as a game developer or publisher a better understanding of music performance rights can put more money in everyone's pocket. This is the first in a series on Music Rights and the game industry.



Brian Schmidt's Comments

Comment In: [News - 08/09/2017 - 12:16]

If you 're looking for ...

If you 're looking for tips and tricks to make a great GDC Presentation Proposal/submission, we the GDC Audio Advisory Board have created a video-podcast explaining how we decide what to take and not . r n r nhttps://www.youtube.com/watch v MPTbQcP7n3M

Comment In: [News - 11/16/2016 - 07:19]

Congratulations, Rob ...

Congratulations, Rob

Comment In: [Blog - 11/09/2015 - 02:54]

Great article, Jamie and I ...

Great article, Jamie and I 'm thrilled at your experience at GameSoundCon You say you love to experiment and had fun making soundscapes out of coffee cups and CSound-- sounds like you 'll fit right in with the game audio crowd. r n r nThere are also a couple great ...

Comment In: [Blog - 09/24/2015 - 03:11]

That depends...the median may be ...

That depends...the median may be a bit more useful number than the mean average . r nThe median indy per project fee was 2,000. r n r nBut, yes, if a kickstarter game wants a bunch of music and sfx, they need to budget accordingly for sound which sometimes gets ...

Comment In: [Blog - 11/04/2014 - 08:03]

Wow--I 'm afraid that 's ...

Wow--I 'm afraid that 's stretching my memory a bit too far... I do know that we used the interrupt on the 6809 to feed the DAC, so my hunch is that we had a 6Khz or 8kHz external clock driving that, and I 'm guessing we took the music ...

Comment In: [Feature - 06/24/2013 - 01:00]

Joseph--that 's funny... r nWhen ...

Joseph--that 's funny... r nWhen I was doing Genesis/SNES music and sound, I 'd do the same thing, though in reverse. My system was designed to submit a single black-box binary file to the developer. I 'd always make sure my first delivery filled up my entire audio budget, even ...