Music & Sound |
Topic |
Author |
Description |
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Behind the Music of Indiana Jones and The Staff of Kings [Added: 5/6/2009]
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Music4Games.net
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Interview with composer Gordy Haab: "My entire score is written like a concerto for orchestra in that it features challenging solos from various instruments - basically, every instrument in the orchestra at some point or another is featured in a soloistic fashion. My use of counterpoint is also a unique feature, in a time where the trend is to have many instruments playing the exact same melody to create 'size'." |
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Behind the Music of inFAMOUS [Added: 5/6/2009]
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Music4Games.net
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Interview with SCEA Music Team: "Experimentation wasn’t allowed on the project….it was demanded! Right from the start we were tasked with doing something these guys had never heard before." |
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Behind the Music of X-Men Origins: Wolverine [Added: 5/6/2009]
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Music4Games.net
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Interview with composer Paul Haslinger: "Activision and Raven gave me a list of music they saw fitting for the game, including some of my previous work from Underworld, Death Race and Far Cry, along with other composers they had used for temp. They also mentioned several metal/hardcore bands they enjoyed listening to both personally and while working on the game. They wanted the score to have a bit of that edge." |
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Dead Space Soundtrack Postmortem [Added: 12/2/2008]
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Don Veca
|
The Music of Dead Space: Artistic Design and Technical Implementation by Don Veca, Audio Director, EA Redwood Shores Studio |
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Fable II Recording [Added: 10/20/2008]
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Music4Games.net
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Lionhead Audio Director & Composer Russell Shaw discusses the Fable II Orchestra and Choir Recording Sessions |
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Killzone 2 Recording Sessions at Abbey Road Studios Part 1 [Added: 1/7/2009]
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Gordon O'Conner-Read
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Interview with composer Joris de Man, Nimrod Productions executive producer Marc Carnham, and conductor Jonathan Williams |
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Killzone 2 Recording Sessions at Abbey Road Studios Part 2 [Added: 1/7/2009]
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Gordon O'Conner-Read
|
Interview with Guerrilla Games Sound Director Mario Lavin and Sound Designer Lucas van Tol |
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Making Music Interactive [Added: 12/17/2008]
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Louis-Xavier Buffoni
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Louis-Xavier Buffoni is a Software Developer at Audiokinetic, and a part-time musician. He was deeply involved in the development of the Interactive Music feature set in Wwise and explains how it was created |
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Norihiko Hibino [Added: 1/21/2009]
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Music4Games
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GDC09 Interview with Norihiko Hibino - CEO, Composer and Producer at GEM Impact |
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The Music of LittleBigPlanet [Added: 2/18/2009]
|
Kenneth Young
|
Audio Designer at Media Molecule, Kenneth details what went into crafting the music for LittleBigPlanet |
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Subcategory: Scales |
Topic |
Author |
Description |
|
Exotic Scales [Added: 10/2/1999]
|
Alexander Edward Sager
|
Quite a few scales that you probably haven't heard of. =) |
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The Pythagorean Scale [Added: 10/3/1999]
|
Eric W. Weisstein
|
Explains what it is, and why it's significant. |
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Subcategory: Techniques |
Topic |
Author |
Description |
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In the Mind of a Game Musician [Added: 1/18/2000]
|
Marcus Knudsen
|
You enter a dark room.. the door shuts behind you. You hear ghoulish moaning in the distance as a low bass sound begins to grow louder. The music you hear grips you down to your very core.. making you unsure of every move you make. Hold on to your seat, because it's time to find out exactly what goes into the mind of a musician when creating game music! |
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Music from Myst III: Exile - The Evolution of a Videogame Soundtrack [Added: 1/18/2002]
|
Jack Wall
|
Talks about the process involved with creating a movie quality soundtrack. |
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The Art of Noise: Game Studio Recording and Foley [Added: 10/9/2000]
|
Robert Stevenson
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Tips for making the most out of your recording session, including techniques for creating and recording your own Foley sound effects, how to select the right equipment, and why not to go into the studio on an empty stomach. |
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The Music of Anarchy Online: Creating Music for MMOGs [Added: 4/20/2003]
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Bjørn Arve Lagim
|
This article sets out to share the author's experiences with creating music for an MMOG, and to describe the solutions to some of the problems encountered. |
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Writing Game Music : Part I [Added: 5/17/2000]
|
John Licato
|
Ever wondered how to write your own game music? Have you ever read guides that don't explain the things you want to know about music? Well, here's part I of a 3 part series of articles that will explain everything you need to know about writing music—and then more! |
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Writing Game Music : Part II [Added: 6/21/2000]
|
John Licato
|
Here's part II of the series which will explain just about everything you know to write music for games! In this part: How to change a music idea into reality. |
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Writing Game Music : Part III [Added: 8/14/2000]
|
John Licato
|
Part III of the series will explain everything you need to know to write game music! In this part: How to write variations and basic harmonization! |
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Writing Game Music : Part IV [Added: 1/2/2001]
|
John Licato
|
The latest in this series covers volume control and combining the intro and conclusion of the song with the main theme. |
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Your Audio Design Document: Important Items to Consider in Audio Design, Production, and Support [Added: 8/2/2000]
|
Keith Zizza
|
Well, I think the title is long enough to cover it |
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Subcategory: Effects |
Topic |
Author |
Description |
|
Chorus [Added: 10/7/1999]
|
Scott Lehman
|
Chorus is a very widely used effect that thickens sound by making it sound as though several different instruments are playing simultaneously. This tutorial explains the specifics. |
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Compression/Limiting [Added: 10/4/1999]
|
Scott Lehman
|
|
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Delay [Added: 10/7/1999]
|
Scott Lehman
|
Explanation of delay, or echo. |
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Equalization [Added: 10/4/1999]
|
Scott Lehman
|
Explanation of how equalization works. |
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Expansion/Noise Gating [Added: 10/4/1999]
|
Scott Lehman
|
An article describing how noise gating (elimination of low level background noise) works. |
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Flanging [Added: 10/7/1999]
|
Scott Lehman
|
Describes in detail flanging, which creates a sound similar to a jet flying overhead. |
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Phase Shifting (Phasing) [Added: 10/7/1999]
|
Scott Lehman
|
Phasing works creates creating "notches" in the frequency spectrum. This article explains how it works. |
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Reverberation [Added: 10/7/1999]
|
Scott Lehman
|
Describes reverb. |
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Ring Modulation [Added: 10/7/1999]
|
Scott Lehman
|
This tutorial explains ring modulation, a moderately popular effect that creates some very interesting and distinctive sounds. |
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Subcategory: Synthesis |
Topic |
Author |
Description |
|
A Beginners Guide to Csound [Added: 1/19/2000]
|
Hans Mikelson
|
Introduces the reader to the fundamentals of CSound, such as rudimentary instrument design, how orchestra and score files work, etc. |
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Exploring Analogue Synthesis Techniques [Added: 1/19/2000]
|
Jacob Joaquin
|
Discusses how to use CSound to model analogue synthesizers -- recomended. |
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FM Synthesis [Added: 11/18/1999]
|
T. Yahaya Abdullah
|
How frequency modulation works. |
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Physical Modeling [Added: 4/5/2000]
|
Scott Lehman
|
Discusses physical modeling, which involves modeling the way real instruments act when being played. |
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Subtractive Synthesis [Added: 11/18/1999]
|
T. Yahaya Abdullah
|
All the theory one could every hope for regarding subtractive synthesis. |
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