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Member Since 18 Sep 2010
Offline Last Active Apr 04 2014 01:35 PM

Topics I've Started

Composing Music for Video Games a Growth Field

16 September 2013 - 09:52 AM



I just released a study on US Employment and Music Composers using data from the US Bureau of Labor Statistics (www.bls.gov) that I thought might be interesting to this group.


I did the study after reading an article in USA Today a couple weeks ago that listed "Music Composer and Audio Director" as the third fastest growing job category in the US over the past decade.  

I wanted to see what the cause was, so I dug deeper into the data and found that games seemed to be the driving factor.


The press release on the study is here:




The full report is on the GameSoundCon web site


Edit:  The story was picked up by Geekwire: http://www.geekwire.com/2013/study-video-games-causing-spike-music-composer-employment/

Ear Monsters and 3D Sound in Mix Magazine

05 September 2013 - 11:45 AM

Sorry for the plug, but Mix Magazine did a "making of" feature on Ear Monsters in their Sept issue (print and online) and thought this crowd might find it interesting.







GameSoundCon 2013, Nov 3-4 at the LA Convention Center


GameSoundCon 2013: Nov 3-4, EarlyBird Reg closing soon: GameDev Discount

13 August 2013 - 11:45 AM

GameSoundCon 2013 Los Angeles
Nov 3-4, at the LA Convention Center

Hi GameDev.net'ers:

This year, the 9th GameSoundCon will be held November 3-4 at the LA Convention Center in Los Angeles, CA.  


I've created a GameDev Net discount for visitors and regulars to GameDev.net.  By using the code, GDNET, while registering, it will take $50 off registration.  



At GameSoundCon, we cover the technical, creative, production and business challenges of working in the game industry as a video game composer or game sound designer. The main sessions will cover a lot of the questions I see here on gamedev.net in depth (and much more!).


We've got a great lineup of speakers, including the keynote address by Austin Wintory, the first (and only) game composer to be nominated for a GRAMMY award  for a video game soundtrack for his score for Journey.  Other speakers and panelists include Jack Wall (Call of Duty 2), Paul Lipson (Audio Director, Microsoft Game Studios), Scott Selfon (Xbox Advanced Technology Group), Winfred Phillips (Assassin'sCreed 3: Liberation), Jason Hayes (World of Warcraft) and many more.


This year, we are expanding from 2 rooms to 4:

Room 1: Game Sound Essentials

Game Sound Essentials is 2 days of sessions on the fundamentals of video game music and video game sound design.  Think of it as a 2-day crash course in the essentials of game audio.

Room 2: FMOD Studio Hands-on workshop

FMOD Guru Stephan Schutze is coming from Australia to lead a 2-day "bring your laptop" hands-on workshop in the all-new FMOD Studio.

Room 3: Game Sound "Pro"

For those who have a few games under their belts, the Pro Track covers some more advanced topics in game audio, from compositional techniques, audio integration,to  VO and score production challenges.

Room 4: WWise Hands-on Training (1 day only)

The folks from Audiokinetic are coming down for a day of hands-on training on WWise, covering new features, music and sound design using WWise.


GDCNext Expo Pass

GameSoundCon this year is immediately before the new GDCNext/AppDev conferences (run by the folks who put on the Game Developer's Conference), which run Nov 5-7 also at the LACC. We've arranged for  GameSoundCon attendees to receive a free EXPO Pass for GDCNext (a $150 value). So if you're local in LA, or want to stick around for an extra day or two, it's well worth checking out the EXPO on the 5th and/or 6th.  (Note: GDCNext EXPO pass is limited to the first 150 people to register for GameSoundCon and must be claimed by Oct 30).

We are also hosting our annual GameSoundCon networking Mixer on the evening of the 3rd, following the first day of the conference. Mix and Mingle with speakers, panelists, other GameSoundCon attendees and local Game Audio professionals.

For registration or more information on GameSoundCon, please visit www.GameSoundCon.com or please feel free to email me directly brian at gamesoundcon.com.

GameSoundCon 2013 LA: Call for Submissions

14 July 2013 - 07:30 PM

Hi everyone!



GameSoundCon is accepting submissions for intermediate and advanced topics for GameSoundCon 2013, LA


GameSoundCon 2013 is in Los Angeles this year, on November 3-4.  (Immediately before the new "GDCNext" conference).


Any proposal will be considered, though we are particularly looking for presentations on:

  "Next Gen" audio

  "Working as an independent"

  "case studies involving sophisticated SFX and/or interactive music"

  "case studies involving custom tools or systems"


Please send submissions in the form of a 1-2 paragraph session description by August 5 along with relevant speaking experience to:

  info [ a t ] gamesoundcon.com.


Selected speakers will receive two passes to GameSoundCon (1 for themselves and 1 for a guest/colleague).


GameSoundCon 2013 will be held at the LA Convention Center, November 3-4, 2013.

GameSoundCon features 4 concurrent rooms including:

Game Audio Essentials

Game Audio "Pro"

2-days of hands-on training in FMod Studio

1-day of hands-on Training in WWise, plus 1 day of 'by appointment' individualized meetings on WWise




Design Challenges for a 3D audio game

29 June 2013 - 08:22 PM



I recently wrote a gamasutra article on an arcade-style iOS game I released that has an unusual gameplay mechanic-- it uses sound rather than visuals for its gameplay.  I'd posted this in the Music and Sound forum, and someone suggested I post it here as well, since the article is about game design and not really about music and sound smile.png




The article also discusses accessibility since an audio based game is obviously of interested to the visually impaired gaming community.

Here's the IGDA's definition of Accessibility:


“Game Accessibility can be defined as the ability to play a game even when functioning under limiting conditions. Limiting conditions can be functional limitations, or disabilities — such as blindness, deafness, or mobility limitations.”


Which also got me thinking---

How much do you, as a game designer, consider accessibility in the process of designing your game?  (if you read the article, you'll find that the answer for me was "obviously not enough!")