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OYM
1 Minute Music Demo One: This
quick shot of music is from several past projects created specifically
for Dolby Labs SDK v2.0. This 'hit you between the eyes' montage
quickly highlights a broad range of styles great for speedy
downloads and busy game producers. [MP3]
OYM
1 Minute Music Demo Two: And because 1 minute is never enough
to showcase your wares, this is another montage of my past projects
and different stylings.
[MP3]
OYM
FX, VO and Music demo One:
People often ask me how to present their sound design talents to
potential clients well, here's an idea. Keeping with the
'rapid download' theme, this 70 second demo illustrates my sound
design, musical and voice over services in a tidy little package.
These clips are all from the over 60 online casino games I've created
in the last couple of years. [MP3]
OYM
FX, VO and Music demo Two:
Another version of the sound design, music and voice over demo
from the many online casino games because 1 minute is never
enough. One of the advantages to working on these types of games
is the myriad of themes you can encounter. These can be great fun!
[MP3]
ESPN
MSL Extra Time Cue:
This
menu cue was created for Konami's recent PlayStation 2 release.
This bit of music was recorded using the 2mb sound bank allotment
of the PS2 platform I had created and is designed to loop seamlessly
this example loops once with a fade instead of the sudden
ending. I always feel awkward playing guitar on the keyboard but
still love that sound! [MP3]
ESPN
MSL Extra Time End Credits:
From
the same PS2 game, this direct audio offering was created as the
end credits theme. This 30 second piece was designed to loop but
is presented here with a fade. I enjoyed finally getting to play
some real guitar on this project!
[MP3]
Tri
Elevator Intro:
Created as the intro cue to uWink's TriElevator touch screen
arcade game. This is just one of the 30+ games presented on their
popular console. Have stacks of quarters ready!
[MP3]
Run
the Ridge:
After
wandering the floor of E3 this year, I noticed a similar style of
music in many of the game presentations. I hadn't had the pleasure
to work on this type of project and wrote this piece to satisfy
that urge.
[MP3]
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Game
Development Gallery

Music
& Sound Effects Gallery
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Aaron
Marks
Composer,
Sound Designer and Owner of On Your Mark Music Productions
Home:
Oceanside, CA
Email:
aaron@onyourmarkmusic.com
Web:
www.onyourmarkmusic.com
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| Current
Projects: |
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Numerous
online casino games Vivendi/Universal (Flipside.com,
iwin.com and VirtualVegas.com)
I, of the Enemy CDROM game, Enemy Technology, developer
Just completed "The
Complete Guide to Game Audio", published by CMP Books
Engineering and Producing HogBladder's 3rd CD
project, Bacon Necklace
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| Credits
(Games, Films, Television, Advertisements): |
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ESPN
MSL Extra Time Konami Computer Entertainment of
America. Music cues and sound bank programming for this PlayStation
2 soccer title.
Online
casino/arcade game sound effects and music Flipside.com,
iWin.com, VirtualVegas.com, PrizeCentral.com. Currently completed
61 individual Java based games for these extremely popular
free websites.
Bloxx,
Shanghai Express, Palm Reader, Zillionaire, LoveOMeter,
Mezmerized, Kubis, Slide 'Em uWink, Inc.
Sound effects and music cues for these and many other touch
screen arcade games.
Dragon's
Lair 3D DragonStone Software. Initial conceptual
game music.
The
Many Faces of Go Deluxe Smart Games. Sound effects
for this CDROM strategy game.
1st
Earth Battalion Enemy Technology (Developer). Musical
score, sound effects and narratives for this upcoming space
strategy game.
Hardwood
Solitaire II Silvercreek Entertainment (Developer).
Sound effects.
Hardwood
Hearts Silvercreek Entertainment (Developer). Sound
effects. Finalist at 2nd Annual IGF held at GDC.
Fallen
Heroes A&B Entertainment (Developer), ionos,
inc (Publisher). Sound Effects and character narratives for
this currently unreleased CD-ROM title.
SC3
A&B Entertainment (Developer), ionos, inc (Publisher).
Musical score, sound effects and character narratives for
this currently unreleased CD-ROM title.
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| Bio: |
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"Where
did we go wrong?" his parents often muttered after discovering
Aaron had gone into business for himself. "We had groomed
him for the mundane life of government service. We just don't
understand." Today, operating from his fully equipped
digital recording studio, he divides his time between his
wife, 10 year old daughter, the Rottwieler, 7 cats, 2 parrots,
1 endangered California Desert Tortoise and his first love,
music. The constant flow of traffic through the studio keeps
this one-man band actively creative as he composes and produces
broadcast quality scores and sound effects all in the comfort
of his own home. "You can't beat working at home. I can
get ideas to down quickly and work at my creative peak, even
if it's 2 o'clock in the morning!"
By
age 15, Aaron Marks considered himself jaded. He had lived
a year in Moscow, USSR; a year in Frankfurt, Germany; traveled
through England and Europe skiing the Swiss Alps and walking
the ancient ruins of Greece. He'd seen belly dancers and Big
Ben, eaten "Borsch" and real "Fish and Chips",
been tailed by and had ambushed Soviet KGB agents with snowballs.
(His father served a time as an American diplomat.) He'd even
been playing guitar for over 2 years.
Then
he wrote his first song...
"It
seemed music was always part of my life. My father played
organ, piano and accordion; my mother played stand up bass;
my brother, drums. Even my grandmother was musical, she played
sax." In between jam sessions, he managed to become an
Eagle Scout, attend military school, learn to play piano and
drums, attain a private pilots license and graduate from college
with a Bachelors Degree in History (University of Texas at
Austin). Somewhere in there, he grew up a little and decided
he had to make a living.
Duty
and patriotism called. He received a commission as a young
Second Lieutenant, USMC and headed to California. Fellow officers
and his troops as well, enjoyed working with him, his creative
problem solving and good humor setting him apart from the
status quo warrior stereotypical Marine. "The Marine
Corps gave me the discipline to see every project through
with attention to detail and vigor. It even carries over today
in how I run my business." In his off duty hours Aaron
played in his cover band "just for fun", organized
a small 4-track studio and attended the Studio and Recording
Arts program at the local college.
It
started with "What do all these buttons do?" and
ended with him becoming a much sought after engineer and producer
for the yearly college album project. Three albums later,
working innumerable sessions, dealing with the talent, the
groupies, the mastering facilities... he was ready to shift
gears. With active duty behind him he set off to manage a
popular local band for almost 2 years, learning the ropes
and the club scene, engineering innumerable live sessions,
dealing with the talent, the groupies, the booking agents...
until a radio commercial contest piqued his interest. Within
a week, he had written and recorded over a dozen 30-second
spots. "I really felt like I was on to something, I had
found my niche." The seed had been planted.
Fate
instead took its own turn. With a pregnant wife in one hand
and the fickle music business in the other, Aaron opted for
the sensible approach, government service. The steady paycheck
and challenge of working as an Air Traffic Controller seemed
to satisfy his paternal responsibilities and his sense of
adventure until a chance meeting. A jingle writer and score
composer rekindled the dream and pointed him in the right
direction. "I upgraded my studio to commercial grade
equipment, put together a demo reel, developed a marketing
strategy and told everyone what I was up to. I wasn't going
to let this get away again."
While
sitting at a radar scope "moving the metal" at Southern
California TRACON in San Diego, he jumped into On Your Mark
Music Productions with both feet and hasn't looked back since.
"It has been quite an adventure throwing aside a steady
paycheck but the rewards have been beyond anything I could
have dreamed."
Practically
falling into the gaming business, his sound design talents
also exploded leading him to music and sound effects credits
on a PlayStation 2 game, 5 CDROM game projects, 61 online
casino and novelty games, a dozen touch screen arcade games
and numerous multimedia projects. He continues to pursue fame
and fortune while also sidelining as a writer of game music
and audio interests for Game Developer Magazine, Gamasutra
and Music4Games. His first book, "The Complete Guide
to Game Audio", was just published by CMP Books September
2001.
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Tools
I Can't Live Without:
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Sound
Forge Batch Converter, especially when doing the numerous
online games I do each month. All of the sound effects are
created as 44.1 kHz, 16 bit, stereo, wave files, converted
to 22 kHz, 16 bit, mono for presentation to the producer,
and then finally converted to 8 kHz, 8 bit, mono, .au format.
Since I initially create up to 50 sound effects for each game,
I usually end up spending my entire day just doing conversions
if I didn't have this awesome tool! I upgraded from Sound
Forge 4.0 to 4.5 just for this feature!
I
also love Vegas Audio for its simplicity! Programs like Steinberg's
Nuendo can be so cumbersome when creating complex mixes.
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Advice
for Game Audio Artists:
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whatever it takes to make your music and sound effects the best
they can be. It's easy to get lazy with the myriad of stock
loops and sound effect libraries available, and it can quickly
sap you of your personal creativity, which makes your sound
unique. If you use these elements as your foundation, strive
to make your creations sound just a little different from everyone
else while staying true to the game project it will help
you and the project stand out from the crowd. Work hard. Make
us proud. |
| Why
I got into the Industry: |
| Considering
it happened completely by accident I was off chasing
Hollywood instead and wandered across a game project, which
totally changed my professional goals. I found the game industry
to be truly unique in its character; much more down to earth
and honest, and our personalities seemed to mix well. I enjoy
wearing the many different hats the sound guy moniker brings.
It allows me to work on many more projects and satisfies all
of my creative urges in the process. Besides, working on a good
game project is a tremendous thrill - I couldn't think of working
in any other industry! |
| Most
Frequently Asked Question: |
| "How
much do you charge?" which interestingly enough
led me to write my first Gamasutra article "A Sound
Bid" to answer that very question. With over 15 articles,
interviews and product reviews published in Game Developer and
Gamasutra over the last couple of years, my game audio career
has lead to another exciting sideline as an author. After nearly
a year and a half of researching, writing and rewriting, I now
have a book to offer to those who want to know a little more
about what game audio is all about. And it all started with
that first simple question. |
| Inspiration: |
| I
am inspired by anyone or anything, which makes me want to do
my best. A rapidly approaching deadline seems to work well for
me too. |
| Personal: |
| Happily
married for 13 years to a fantastic woman, Cynthia, with a wonderful
10 year old daughter, Kristina. As if these two great girls
weren't enough to keep a guy busy, we also share our home with
quite a menagerie of wildlife: a large German Rottwieler, 7
cats, 2 Amazon parrots, an endangered California Desert Tortoise
(who sleeps in my studio at night), Pacific Tree and Southern
Leopard frogs, and lots 'o fish.
Believe
it or not, even though I spend a lot of time in the studio,
I still enjoy making music while also spending quality time
with my family and taking my little Italian automobile out
on Sunday drives.
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