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Game Audio Resource Guide
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Game Audio Gallery: Andrew Barnabas Andrew Barnabas started writing music in January of 1990, and within the year had become heavily involved in the Amiga scene, won his first award and landed his first commission. Things only got better from there...

Previous Audio Galleries:
Tommy Tallarico
The Fat Man, George Sanger
Chance Thomas
Alexander Brandon

[See All Audio Galleries]

Let's see what you've got!
[Submit Work To the Game Audio Gallery]





The Miracle of Performance Modeling by Todd Fay Performance modeling is the process of synthesizing the stylistic elements that make up important human nuances in music for application in electronic music. Without these elements, an electronic music performance can sound contrived and even unpleasant. Performance modeling works by artificially rebuilding performance characteristics and reintroducing them into electronic music performances. The goal is to craft a realistic and believable sounding piece of music. Hardware and software performance modeling tools offer electronic musicians an alternative to the tedium of manual editing. Their interfaces are more precise than random generation methods and more intuitive than slaving note after note with a mouse.

Producing Audio for Halo by Marty O'Donnell Halo evolved over a number of years, and the audio design for it evolved as well. Some of this evolution had to do with a desire to reach for higher production values, but much of it had to do with how the game itself changed based on the platform and hardware that became available over the course of Halo's development. Our main goal for the audio in Halo was that it would set the mood, give the player information about what is happening (especially things that can't be seen) and make the world seem more alive and real. Music should provide a dramatic component to game play, like combat and exploration, in addition to underscoring story and cinematic sequences. Dialog should unfold the story, provide characterization and draw the player deeper into the experience. Sound makes it real, music makes you feel.

Un-Asked-For Advice for the Aspiring Game Audio Guy by the Fat Man, George Alistair Sanger Contained herein are some mistakes that you might find yourself making at the various levels of your career. Some will require more independent study on your own. Others you only need to hear once to be healed of all ills. It is advised, requested or not, that before you even think about moving deeper into Game Audio, you spend some time learning to recognize and then eventually enjoy the absurdity of the sentiments represented by the phrases that follow.

Product Review: Digidesign's Mbox by Gene Porfido A few years back, Digidesign released the Digi 001 with Pro Tools LE, an affordable I/O and software package that addressed the needs of most lower-budget users, but with up to 18 inputs/outputs, it's still a bit too much for some. With Mbox, the two companies offer us a smaller package that exemplifies ease of use in a powerful system. Mbox has a small footprint, as it sits upright on your desk or computer table. Compact yet sturdy and well made, it's a nice design that takes up little space, looks great, and is eminently portable.

Using a Live Orchestra in Game Soundtracks by Jack Wall The only reason to use a live orchestra in a game soundtrack would be to make the game better than if you had not used an orchestra; to make the game more immersive, more engaging, more fun than if it didn't include the orchestra. And on the business side, it would be helpful if you could sell enough units to pay for it. That's it, basically - the rest is just commentary. But, then you might say: "Of course a live orchestra would make our game better, but we can't afford it!" In order to make a game that would truly be better thanks to using an orchestra, can you really afford not to use one?

Playing by Ear: Using Audio to Create Blind-Accessible Games by Gavin Andersen Have you ever played a game with a configuration option to turn off the graphics? I'm not talking about an option to turn down the level of detail or switch off textures, but to turn off the graphics completely? How many games have you played with options to turn off the sound? Most people can't imagine playing a videogame with no graphics - even the name videogame indicates that they're a visual activity. Zform develops games with parallel graphical and audio user interfaces (GUIs and AUIs) in an effort to bring the excitement of online multiplayer competition to visually impaired people around the world. No matter what type of game you are creating, however, paying careful attention to the audio user interface and 3D audio environment will enhance the player's experience.



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