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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]


Game Development Gallery

Music & Sound Effects Gallery


Aaron Marks

Composer, Sound Designer and Owner of On Your Mark Music Productions

Home: Oceanside, CA

Email: aaron@onyourmarkmusic.com

Web: www.onyourmarkmusic.com

Current Projects:

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

Credits (Games, Films, Television, Advertisements):

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.

Bio:

"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.

Tools I Can't Live Without:

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.

Advice for Game Audio Artists:

Do 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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