Thursday, April 17, 2008

Blog #3: Due Week 4 and Homework...

Weekly Blog Assignment:
Audio Articles (see below) AND Designing for Clients (not just audio design, but design in general)

Homework:
Write up a brief designer's statement for yourself as a designer, and then based on that mood/style/artistic signature, select what would be YOUR theme song or sound (the song/sound that would play every time you walked into a room). Bring a recording of TWO (2) sounds to class. The first sound needs to be an original song/sound; the second sound should be a piece of found music or sound effect. NOTE: Google "artist statement"

Continue Previous assignments from weeks 1-3 (check drop off)

Reading assignments/possible blog materials from the following websites:

http://www.filmsound.org/foley/

Good Links for Blogging about

Sound design for Game development
Quicktime movie:and article
Head of Game Audio for Skywalker Sound speaks to Sound Design students.
http://www.vfs.com/news.php?id=11&news_id=353

Design in Film to Game Crossovers
3 page article on developing games based on movies.
http://www.vfs.com/news.php?id=11&news_id=353
Game Development Gallery
Music and Sound Effects
Short biographies of 53 sound designers and composers in the video game industry.
http://www.gamasutra.com/php-bin/galleries.php?gallery_id=21

Video game music
An article on everything on history and current of video game music.
http://en.wikipedia.org/wiki/Video_game_music#Current_application_and_future_developments


Current application and future developments in game music.(part of same wikipedia source above)
http://en.wikipedia.org/wiki/Video_game_music#Current_application_and_future_developments

A listing of jobs for game designers including Sound Designer.
Working So Others Can Play: Jobs in Video Game Development
Part 2: Artists and Sound Designers
http://www.gignews.com/crosby2.htm

A Brief Timeline Of Video Game Music History.
A concise history with pictures of video games and their developing sounds/soundtracks.
http://www.gamespot.com/gamespot/features/video/vg_music/

The (Early Days) Brief timeline in video game sound/music. From 1972-2001.
http://www.gamespot.com/gamespot/features/video/vg_music/p2_01.html

three short quicktime movies examples of soud esign & Sound FX by this company:The Recordist
http://www.therecordist.com/pages/sc_video1.html





An article about women working in a perceived male dominated field that has been also primarily for a male market. Stay Free magazine interviews Two such women.
Video Sound Design: 
Interview with the Pros
http://www.stayfreemagazine.org/archives/13/video_game.html

portfolio works of Xavier Dang Composer of music for video games. Includes list of software he used.
http://mv.hellven.org/portfolio.html

A nice video with sound designers explaining the importance of and how they designed sound for play station 2 game: God Of War.
http://www.us.playstation.com/Media/Inside_the_Game/16101/God_of_War_II_In_Game_Sound_Design?DCMP=ILC-RSS-Media

This is Really interesting and futuristic! Something called the Heliodisplay. Video games that are projected onto thin air “Like something out of Star Wars” as one of the game developer says.
http://www.youtube.com/watch?v=-Q_n0dKe9jk


Audio director Zak Belica talks about creating soundscapes and weapon sounds for SiN Episodes: Emergence.
http://www.ritual.com/index.php?section=podcast/overview

Jobs in game development
http://www.gamedev.net/directory/careers/

a list of game development companies:
http://en.wikipedia.org/wiki/List_of_video_game_developers


The description of the dream job for many video game players:Game Tester.
http://en.wikipedia.org/wiki/Game_tester

International Game Developers Association. Breaking In Preparing For Your Career In Game Development
http://www.igda.org/breakingin/


Profiles of Audio engineers in Game development from the same site as above.
http://www.igda.org/breakingin/path_audio.htm

Spider Man 3 Game developer interview
http://www.youtube.com/watch?v=Nr_bQfML6bE

10 Hours in the Life of a Game Developer
Tome Lapse Photography set to music.actual time 2:03
http://www.youtube.com/watch?v=b1CFqIEnf6Q

Assasin's Creed Game Developer Interview 2:45
http://www.youtube.com/watch?v=tt0xRr8j_co

Brand New Innovations In Game Design:
Assassin's Creed X06 Onstage Demonstration
http://www.youtube.com/watch?v=WEpR6a5A0gw&mode=related&search=


Off you go.

10 comments:

KingKennethTheThird said...

Well sees how i missed class this week i will be the first to comment on this. Im not sure what to blog about but there are a lot of good websites here that are loaded with information about game developers and audio designers. In todays video games music is a huge part of gaming and more and more companies are getting involved due to the fact that video games have such a large fan base and are making more money than films and other entertainment types.

Some other points that i found alot of people talking about is having good skills and aesthetics. If you have the skills and are very creative then you are going to be a great asset to a company. So I figure that it is very very important to constantly stay updated with the programs out there that are being used and learn them in order to stay on the ball. This will help aspiring artists’ chances of being scooped up by a gaming company. A lot of articles that I have read in the past all state that students looking to get into the gaming industry have to been passionate about video games and need an outstanding portfolio.

The audio files that were listed by Tim
(http://www.therecordist.com/pages/sc_video1.html), had good graphics but the audio in each file all sounded the same to me and just not very realistic. The one with the spaceship that flies through the portal, the sound to me is very unrealistic. The quality of the audio just doesn’t fit how massive the ships are and the electricity sound for the portal just sounds to small. I think it could be a deeper sound to make it seem as large as they show it. Anyone else that watches it should just to listen so they can agree or disagree. Check it out.

Plant42 said...

I went to that old lady's site where she explains how to write an artist's statement in terms of cooking a stew and followed the outline... err, at least the parts I found important. =P

So here goes what I did:



• I begin a piece by___thinking about what I wanna do, or just sketching random stuff___.

• I know a piece is done when___I am happy with the way it came out___.

• When my work is going well, I am filled with a sense of __happiness and confidence__.

• When people see my work, I'd like them to ___laugh if it’s intended to be funny, and sound like they enjoyed seeing my work___.


Most of the work that I do is intended to be humorous because I like to be funny and I like it when others see me in such a way. I enjoy doing this by using crude elements in my works. A few examples of this include my bird that defecates a pile much larger than his own body while struggling to pull a sword out of a stone, a “soda” for kids to drink with a horse’s face on the can containing a milky fluid, and a huge rocket boldly labeled “BIG MOTHER FUCKER.”

The decisions I make in my works are based on things that I would find interesting, with secondary consideration to what others would enjoy seeing. Not all of my work is humorous—some of my creations are based off of things I find to be “cool,” such as my animatic for my Wish story, or based off of things I like, such as my “Turtle-Pig” character.

I also create some of my art based off of experiences from my life. An example of this is one of my maquettes—it is a bloody male body missing his limbs and his head lying on a bed of nails. I created that based off the memories of playing the game Mortal Kombat as a child, sending my foes into a pit of spikes. Another example is my Level Design project, which I based on a location from a dream I once had.

I didn't post my sound files on YouTube this time, so just remind me to play them if I forget. ^__^;

brian23 said...

I'm guessing that that this weeks assignment is to chose one of the links given to us and write about what we read. I chose to write about the article about the history of music in video games.
http://www.gamespot.com/gamespot/features/video/vg
The article talks about how music in video games can be used to set the mood and to build tension, it give Resident Evil as an example because of ominous ambient sounds which helps build tension just like the sounds you would hear in a horror movie.
The article also states that music in games is good when it isn't noticeable at first and works on your mind subconsciously. I would have to agree with this because i wouldn't want the music to overpower the actual game it should go hand and hand with each other to set the mood of the game.
The article also has time line of music in games throughout the years and how it has progressed. It also contains clips to their examples and states that in 1972 Pong was the first game to feature sound.

Silent but Deadly said...

For this week I am guessing that we are suppose to write about our artist statements and go into detail about one of the audio links that were posted.

Artist Statement:

Most of my artwork is composed with realistic views and perspectives. When I envision my artwork before constructing it I usually try to base it off of realistic characteristics and put them together to create my own ideas. I mostly enjoy using photoshop to construct my artwork, although I have been getting better at doing more 3d based material. Working in photoshop allows me to alter ideas as well as control them to match what it is that I envision in my artwork.

My favorite color is black, because almost any other color will look good with black. I prefer to use dark colors, because they are bold, grab the viewer’s attention, and provide a solid foundation. I tend to mix a lot of my blacks with cool colors like blues, purples, and sometimes greens. I do this because I want my artwork not only to look dark, but to portray a mysterious dark entity that people like to stare at and question if this entity is real.

When I feel that a piece has turned out really well it is because I felt that I have captured the correct perspectives that I was trying to achieve and created the appropriate mood for what my scene was suppose to portray. I usually go for a number of different themes when creating a piece of art. Lately I have constructed a theme based off of necromancy, which is a like a kind of form of dark magic. I have even gone as far as creating a game setup for this type of magic as well as gone into designing levels and characters that one would see in this game. My theme also has enveloped a scheme of colors that I continually use throughout the levels and character designs. They usually are dark colors such as black, purple, lavender, grey, and gold. I also balance out the heavy dark colors with lighter ones, so my characters don’t look like they are falling into the background, but rather stand out. Those colors are usually teal, blue, brown, and red. My lighting also relates to my color scheme in that it is very dramatic and has many dark pockets.

Audio website response:

http://www.therecordist.com/index.html

I visited the website listed above and found many interesting concepts that were used by this company.
First I found out this company developed the metroid games sound effects. I immediately fell into the story on this. I found out that many of the game press and reviews that were listed by several different companies loved that sound effects that were used in this game. I specifically research the metroid prime echoes game review by through the other companies, and surprisingly the game did okay. I personally didn’t like metroid prime echoes as much as the other two in the trilogy, but the sound effects used were the same as well as slightly improved from the first metroid prime game, so I gave the metroid prime echoes a plus on that. Many of the reviews on this games sound effects were very good. The overall rating from all the different companies was a 9.1 superb out of ten (not bad at all). One company wrote: “The sound design is excellent, with the many weapons and enemies underscored by appropriate aural accompaniment. Sound: 8 out of 10”

The game also had some different music compared to its first game in the trilogy series. The music definitely set the mood according to the people on the review, and I would agree with them on that. The music played in the background was very eerie at times, but had this organic or metallic sound to it (depending on the level). In every game in this trilogy the audio has gone great lengths to set the “feel” for each new environment we encounter and this game does a suburb job of getting the gamers in the mood of killing aliens

Sample level music:

Luminoth Temple-
http://youtube.com/watch?v=hwjcq8Vwt24&feature=related

Sanctuary Fortress-
http://youtube.com/watch?v=p6OTbdgt_Ms&feature=related

Trovus Bog-
http://youtube.com/watch?v=XuPJm2XQT0A&feature=related

by: Joseph Kresz
Game Art and Design

sundownsensei said...

A couple of people say they made their blog choices because they guessed that what they were supposed to do. Not too bad on the guessing, but my blog post is pretty clear at the top of the assignment. Why don't you check that out?

MGarbatini said...

From what I have found on the internet, an artist’s statement is made to reinforce a person’s own design choice. It is also a brief explanation of why an artist even creates in the first place. You can even write about what goals you have in the future or where you want your artwork to take you eventually. I think an Artists Statement is a very great idea because it gives the audience and understanding of where the artist is coming from which in turn allows the artist to be more easily understood. A few other sites I have looked up had shared their hatred for Artist Statements because they feel that individuals own artwork should express itself.
My Artist Statement:
I enjoy entertaining people, whether it is with jokes in person, or through a created character. Music is a big factor involved in the creation process for me. I tend to be able to think of great ideas if I listen to a song that could fit the scenario of the scene that I want to create. Although in my mind it may be a little fuzzy, it all comes together when I see it either written on paper, or drawn out. I also get inspiration from real life situations. Life gives us so much material that sometimes it is unnecessary to even create something from nothing. A lot of my storyboarded ideas were also from the effects of watching cartoons for 24 years. A goal that I want to keep in becoming a better artist is to not lose my imagination because I truly believe that once that dies, the quality of my work will decline a great deal.
Video Game Music – I decided to comment on the following link
http://www.vfs.com/news.php?id=11&news_id=353
This article starts off by informing the reader of how video games usually tend to focus more on the graphics as opposed to the audio. Reality in a video game is reinforced when a person can actually hear human-like sounds in game. When a ball bounces we expect to hear the bounce. Omitting that from the video game makes it less realistic.

Matthew Garbatini
Game Art & Design

Doofy said...

In a recent Game Informer magazine there was an article on how on the record label system is being bucked by the Guitar Hero/Rock Band games. It would appear that the general public has reverted to the old days before LPs, where singles were more important than albums. When LPs and CDs came out artists were allowed the freedom to compile entire albums of songs. With downloadable content(songs) for the two aforementioned games being sold mostly on a song-by-song basis, in addition to ability to buy most digital music in the same manner, we are back at the singles mentality.

Another very interesting result of this its affect on marketing possibilities. A week or so ago Motley Crue debuted EXCLUSIVELY a new song onto XBOX live for download to be played in Rock Band. Many Rock Band players don't even know who the hell Motley Crue is. This is a great marketing move for the band as they can gain for fans and sell more music when the track/album is released for purchase.

On the same note, Aerosmith is about to be exposed to a whole new generation with the release of their Aerosmith Guitar Hero game.

The internet and game systems are a fast-growing medium for music to flourish and spread and market while the label system is waning.

ZElder said...

I checked out the Video game music history from the site http://en.wikipedia.org/wiki/Video_game_music#Current_application_and_future_developments

They talk alot about the technology for the systems and then they talked about the progression of notes and how they used to make the music for games. From my personal experience having music that is made specifically for the game and without vocals is my favorite because it can change the mood of the game and also it prevents me from getting to caught up on how much i hate the bands like in the game Infected. If you are going to have a Zombie game with blood and gore why the fuck are you going to use some pussy ass Hardcore music when you could be using real Death Metal that has lyrics and an aggressive style that actually reflect the blood and gore of the games. For an Example the song Monolith by Cannibal Corpse or even the song Bloodthirst are both about zombies devouring the living and the music isnt full of weak testicled pansies that scream and thier musicians simplify guitar work and the drumms are also simplified. Great Death Metal doesnt slack off and cop out when it comes to playing instruments, we play harder and our low Bellows are much more Gutteral than the feeble hardcore bands that wish they could have the testicular fortitude to be even in the shadow cast by the true Metal Masters. But i am getting on a rant, and this is what the pooor music choices do to me when im playing a game. I will turn off the sound if the music isnt good enough but games like Earthbound which they create the music for the game, i can get into because there are no lyrics to distract the players, and they usually do a great job of capturing the mood. All im trying to say is that if you are going to have death and blood and gore, and you think hardcore is the way to go you should be executed by being bludgeoned to death with your own limbs. If you arent going to do the research and realize that Death Metal has been around since before 1983 and you think hardcore is the pinnacle of metal and technicality why dont you check out some Necrophagist, Braindrill and you can find some youtube footage of my drummer in 83 or 84 playing chapel of Ghouls with Morbid Angel. I am a serious musician and i laugh in the face of the hardcore kids that have yet to open their eyes to the true Metal that has been behind the scenes for longer than i have been alive and i am privelaged to be a part of that music. We dont play to make money, we play for the love of the music, the gutteral vocals, and the ability to show people that we are not going to die out and Hardcore is just a phase that will be excommunicated if the rest of the sleeping public wake up to the reality of the musicianship.

Doofy said...

My Sounds

Song 1

Sound

Song 2

Stargod said...

I’ve been studying web and graphic design for over three year now having now experience art in it’s various forms both traditional and digital. I’m usually quiet, normally just tend to myself and would prefer to be left alone half of the time. My influences would include video games, movies, and sci-fi television shows mostly. My greatest influence is music because it helps my convey a lot of my feeling when either I can or it is not appropriate. It can be easily adapted to fit the right mood needed to complete my work. I’ve used many tools, but I would have to say that my favorite tool would be the computer. It allows me to modify work completed in traditional art for such as paint, graphite, and charcoal, but I can also use it to create a project from start to finish which can either come to me or will take me some time to generate an idea.