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Member Since 09 Jan 2010
Offline Last Active Mar 14 2015 04:57 PM

Topics I've Started

Persistent FMOD error

17 March 2013 - 05:57 PM

Hello all,


I couldn't find this on google, I hope I haven't missed it on here and I apologise if I have! 


I am learning FMOD designer and studio, and although I am blown away by the scope and awesomeness of both programs, I am having a problem with Designer. As soon as I try to use the audio player on the sound defs page (the actual sound defs one on the right, not the one for the individual source files), my FMOD just crashes. No error message, no nothing. I'm still a complete novice, but from what I've picked up so far it seems like this is going to be a major problem as it's a vital way of checking how your work will sound in game?


Could this be due to malpractice on my part? I've only created one test project so far and I haven't been too strict with filenames or importing audio into the project folder. If it helps, I'm using a mac running snow leopard, and believe I have the most recent version of both programs.


Big thanks to anybody who can shed light on this!



Showreel feedback

04 February 2013 - 06:46 PM

Hello all,


I've been working on showreels lately. It's something that I've not really had to do before, and I'm having a little trouble, in both knowing what I should do, and whether I'm doing it well.


So far, I've decided to split the music reels into two, one for dramatic orchestral music (my most developed area), and one for the other types of music that I can do and think that devs may want in their projects. I have kept them to around two minutes, with 15 - 20 second clips of tracks. Instead of synching the tracks to footage, I have simply made a short animation of my title and looped it (which of course will not be the case with the sound design demo!)


I have some experience scoring films, but I have kept the showreels all about listening.


Are these smart decisions? Here is the first one...



Any feedback would be greatly appreciated! As I say, it would be nice to know whether this is something a dev would value being sent, and of course whether or not people think the music is good.


Thanks a lot!



Giving up my Intellectual Property rights

25 March 2010 - 12:18 PM

I have been offered a job not related to the creative arts, from which I will save for my university fees. In the future, I plan to make my living from the arts. In the contract, which I have not signed yet, there is a section which as far as I can tell is asking me to give to / vest in the employer all rights to any intellectual property that I create during or after my term of employment there, including my moral rights. Obviously this is only intended to cover things I create based on my employment there, and I don't have a problem with that, but the contract is worded to cover ANY intellectual property I create, present or future (it basically includes a few words to suggest that the terms are restricted to anything in the interest of the company, but could probably be worked around). If I create anything particularly well known or profitable in the future, or during my time there, it would seem that they could legally claim it as their intellectual property. Is this typical? On an unrelated note, it also irrevocably appoints them as my attorney, which seems rather strange. What should I do? I can't exactly ask them to redraft the contract, as it is a seasonal job and therefore probably not worth it to them, but I'm not sure I can really afford to turn down the job either. Is there anything I can ask the employer to do guaranteeing my future creations are not theirs? I know that it probably seems a little excessive from a typical perspective, but for somebody who might rely on intellectual property rights for their future income, this is a little disturbing, and I have never been asked to do this before. If anybody would be willing to give me some advice, I'd really appreciate it!

Super Bowl predictions?

05 February 2010 - 05:33 AM

This has to be one of the best, closest match-ups in years. Really tough call, but I got to give it to the saints. Winner - Saints MVP - Brees Not the de-facto choice I know but I just have a feeling, especially with Freeney possibly out. Anyone got any predictions about the game? Score, player performances & so on...

What do you think a game really needs from its story?

03 February 2010 - 12:41 PM

Apparently, the general gamer often says that plot and character development are some of the most important things to him / her in a game. But are they really? I mean, even people looking to develop games often say that they have a great story, and then it's just a thin plot based on the least common denominators of fiction (dashing young prince must save princess from evil ogre, or perhaps gnarled soldier in post-apocalyptic world must undertake a grim, no-hope mission to try and save world from terrifying aliens?). Surely, the only reason we play videogames instead of watching movies is that interaction creates the chance to experience something free-form and malleable, something we can affect with our own will. So if you're going to create a story that could be a film, and then write it into a game that is pretty linear too, shouldn't you have made a movie instead? My point; isn't the best story in a game one that either A: makes you do something you wouldn't have wanted to do without the story, or B: doesn't make you do anything, because the fact that you're in control is what makes it a videogame after all! I will never really care that much about the girl my character is supposed to be in love with. But I can care about the character I play, because through my control, he represents me in his world, and through the story of the game I represent him in mine. So if you get me to care about my character, get my character to care about the girl, and then get the girl to betray my character, THEN you have a story that gains something from being interactive! I think it's fair, at this point, to say that I don't share the same values as most people on the subject, but this is a topic that serves to demonstrate the magnitude of a writer's responsibility in the development of a game (and so the game industry itself, no less), so what do writers think? Are you happy with what people want from you? [Edited by - leekenn on February 3, 2010 7:52:59 PM]