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Pharaoh: "Egypt" (Sierra, 1999) This piece never made it into the game, but was offered as an extra after it was released. This tune also epitomizes the overall "feel" of the Pharaoh Soundtrack. [MP3]

Pharaoh: Narration Underscore (Sierra, 1999)
There were a few musical selections used during the "briefing sequence" in Pharaoh, which were arbitrarily selected for each scenario. Here is one of those pieces on its own. [MP3]

Lords of Magic: "Earth, Part 2" (Sierra, 1997)
One of my favorite games to be a part of creating, there was an "anything goes" approach to the musical direction. Ultimately the tunes evolved and blended into the game, and it was a lot of fun finding the right themes for each of the Eight Faiths. Here is an excerpt from the "Earth" Faith's theme. [MP3]

Lords of Magic: "Order, Part 3" (Sierra, 1997) This piece was also used on the credits page of the game, and was one of the most memorable segments within the Eight Faiths. [MP3]

Lords of the Realm 2: "Countryside" (Sierra, 1996) The tunes in LOTR2 were short and looped over and over again; this piece was one that was heard early on, when first establishing your realm. A little bit of melodic counterpoint/polyphony in the middle and end (I felt) made this piece stand out over some of the others in the game. [MP3]

"Survey at Rubicon" (excerpt, Sierra, 1996) I Every once in a while a game, try as we might, just doesn't make it out the door for one reason or another. Here is an excerpt from one of those games, with the setting of cruising around in a vehicle on another planet. It's from the mid-90s, and I was definitely listening to Jeff Beck, Level 42 and Eric Johnson for this one. I included it here because this project's musical style was very different from my "usual" work at the time, and I was having a lot of fun exploring new musical ideas. [MP3]

"Agent Nik" (2002)
After leaving Sierra but before joining Tilted Mill, I decided to create all kinds of music in various genres, just for the fun of it. This is one of those pieces, with a lighthearted private-eye feel. [MP3]


Game Development Gallery

Music & Sound Effects Gallery


Keith Zizza
Audio Director
Tilted Mill Entertainment

Home: Wellesley, Mass.

Email: keith@tiltedmill.com

Web: www.tiltedmill.com

Current Projects:

I wish I could tell you about the audio for the game(s) I'm currently working on at Tilted Mill, but I can only say that it will be the most exciting yet...

Credits:

Games & Compilations*: Rise & Rule of Ancient Empires, Casino Deluxe 2, Caesar 2, Lords of the Realm 2, Lords of the Realm 2 Siege Pack, Robert E. Lee: Civil War General, Lords of Magic, Lords of Magic Special Edition, Civil War Generals 2, Pharaoh, Cleopatra, Zeus, Poseidon, Acropolis, Lords Royal Collection, Great Empires Collection 1, Great Empires Collection 2.

*All are trademarks of Sierra Entertainment, Inc.

Broadcast & Multimedia (either independently or with Airwaves/The
Troupe):
Newbury House, Bell Atlantic (Verizon), AAA, The Christa McAuliffe
Planetarium, DEC, Tri-State Megabucks, NH and Maine State Lotteries, WMUR-TV (ABC affiliate), Blue Cross/Blue Shield of NH, Cablevision, Olympia Sports, Iprax, Transparent Language, HealthSource, and many others.

Gama Articles:

Bio:

I started experimenting with sound when I got my first tape recorder in the 1970s. (Remember those portable units with the pull-out handle?) At some point I ended up with two of those things, and being the inquisitive 8-year-old that I was, I accidentally discovered that I could overdub by recording on one while playing back audio on the other. The rest was history! It became a regular thing to create "radio-style" skits on tape with this technique, using a few sound effects records and various noisemaking devices.

In the early 1980s, I discovered the piano and computers. I began writing simple music parts on a Texas Instruments computer, and later on an Atari 800 XL. Soon after, I got my first MIDI-equipped synthesizer, began sequencing parts on an Amiga 500 and discovered sampling equipment. It became a serious hobby through college, where I was studying computer science. Getting out and doing some networking, I met a studio owner who specialized in audio for radio & TV broadcasting, and he took me in as an assistant. At Airwaves (now The Troupe), I wrote production music part time, and performed the usual intern duties. Through a lot of on-the-job training and hard work, I learned the ropes of the audio biz: running a studio, staying on top of the latest technology, production techniques, building client relationships, and so on. To this day we still have an excellent working relationship, and I still look up to my former boss as both a friend and role model.

After college, I had the choice to further my education in computer science or to remain full time at Airwaves. I decided to keep writing music full time and gain more experience. I stayed there a while longer until an opportunity at Fostex Research & Development opened up. Working with members of the former Synclavier team, I became involved with product testing and development, as well as applications engineering. I became more disciplined, learning the process of engineering design, taking careful notes, creating test suites, and working with a high-level design team. Also in a support role, I helped solve problems for many companies who used our products, notably SoundStorm during their extensive Batman Forever postproduction.

When the office closed down, I decided to get back into creating content again. I interviewed with Impressions Games in Cambridge, MA and remained there for more than six years, working on a large number of projects. It was there that I learned how to juggle many things at once. It was a fast-paced, exciting time, working with some of the most professional, talented people in the gaming industry.

Shortly after, Tilted Mill was founded and I joined as Audio Director in the spring of 2002. Some other folks from Impressions have also come on board, as well as many new faces. I can only say that the best is yet to come, and I'm looking forward to a long and wonderful adventure.

Why I Got into the Industry:

I've been playing video games since the beginning, and got into music & computers at an early age. As time went on, I couldn't imagine being anywhere else except the game industry, and I really wanted to make a contribution in the audio realm.

Tools I Can't Live Without:

My Roland Super JV and E-mu E4XT Sampler. For me, the two combined are like a "Reese's Peanut Butter Cup" of instrumentation: the two combined work great together!
Favorite Game Audio:
There are several games that I enjoy listening to, but one of my favorites would have to be Peter McConnell's work in Grim Fandango. Not only was it well written and produced, but the music seemed woven into the fabric of the game perfectly, really adding a new dimension to the whole experience. That's the definition of great game music, as far as I'm concerned.
Inspiration:
You know, there are so many I could fill a book with just their names! But looking across the gamut of composers, producers, and/or music groups (in no particular order), I hold in high regard the Beatles (of course), Jerry Goldsmith, Wayne Shorter, Yes, ELO, XTC, Todd Rundgren, Steely Dan, Little Feat, Stevie Wonder, Beethoven, Art Blakey, Pete Ham, 808 State, James Brown, the list goes on and on... from time to time, listening to every one of them (among many others) gave me that "nudge" in my life to keep going, to continue down the road of composing music. I'm glad I did!
Music I Listen To While Working:

I try to really keep ideas free-flowing when creating music for any project. I like to immerse myself in music that I feel conveys a solid theme, sense of style, and/or high technical value. It may not even be related to the genre I'm ultimately pursuing, but there may be elements I can draw inspiration from, on many different levels.

Having an open mind when compiling a list of reference music is important. I enjoy listening to just about everything, and I don't hold any bias on what kind of music should be considered "inspirational" to a project. That said, I try to keep a short list of focused pieces, short enough to put on a single CD (or about an hour's worth of MP3s) that I can listen to anywhere.

Also with every new project, I always refer back to my previous work, to see what didn't come together and how I can refine it the next time around. No matter what you think, there's always room for improvement!



 


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