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Game Composer & Sound Designer
Transcript of Game Composer & Sound Designer
Love for video games, music, and technology
Goals for the Next 5 Years
"There is no business model for game audio"
(Sanger 2003, 9).
NEVER give sounds away for free.
Remain open to the possibility of TV and Film industries.
Atkinson, Claire. 2011. “Videogames Beat Hard Times.” New York Post, March 12. Accessed
Septemberr 11, 2013. http://search.proquest.com.ezp01.library.qut.edu.au//docview/856873575
Franklin, Janice L..2004. “Video Game Audio: Music?.” ACOUSTICAL ARTS AND ARTIFACTS
Technology, Aesthetics, Communication An International Journal. 95-106. Accessed September 11, 2013. http://www.libraweb.net.ezp01.library.qut.edu.au/articoli3.php?chiave=200400301&rivista=3&articolo=200400301007
GameAudio 101. 2013. “Home.” Accessed August 21, 2013. http://www.gameaudio101.com/
Marks, Aaron. 2009. The Complete Guide to Game Audio. 2nd ed. Focal Press.
Sanger, George. 2003. The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness. New Riders.
Accessed September 7, 2013.
More Feasible Than Before
During early periods academic music programs did not incorporate computer technology (Franklin 2004, 96).
Less programming knowledge is required to implement sounds and music into games.
One of the Largest Industries
Video game business tends to thrive as music labels and Hollywood studios grapple with declining sales of CDs and DVDs (Atkinson 2011).
At nearly four times the size of the Film, TV, and Music industries combined (Game Audio 101, 2013).
Video games can be played hundreds of times and continue to offer a unique experience each time.
Cinematic qualities without being static like a film.
Composing vs Sound Design
Do I have all the necessary skills for optimal performance?
What else would I need to know?
Assessing personal strengths and weaknesses.
In-house vs Independent Contractor
IH- Stable location and pay with risk of having company bought out by a larger company that prefers an IC.
IC- More freedom and rights to music/sounds created but with less certainty of jobs.
Developing proficiency in a broad variety of musical styles.
Becoming a jack of all trades e.g. Voice talent, sound designer, musician, engineer, composer, producer [budgeting, marketing], business person [negotiating contracts etc.]
•Study a few instruments more deeply and study compositional techniques further.
•Prepare Tools for Business (e.g. Computer, Interfaces, Software, Sound Modules/Keyboards, and Virtual Instruments, Other Instruments, Remote recording, sound effects libraries, development systems, Surround Studio).
Intern at professional recording studio next semester. Use resources to begin developing demo reel.
Take up supplemental learning in recording arts (possibly at Full Sail University approximately 1.5 years)
Scope and attend Video Game conferences/conventions to network.
Decide fees for services and determine initial potential income.
Develop web site.
Build industry presence.
Stay educated on the latest technology and software being used in the industry.
Be aware of trends and stay one step ahead.
Small developers, upstarts, and media companies are viable options of employment.
Based on Jim Harvey's speech structures
"Like everything else in business and
industry, timing is everything
and sometimes it's who you know not what you know." (Marks 2009, 83).
It may be best to begin as an in-house composer and get a feel for the business before becoming independent or moving on to a larger company.