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    Interview with Super Mario Galaxy composers Koji Kondo and Mahito Yokota
11.8.2007 | "It has been 22 years since Super Mario Bros. was released. Game music creation has been changing due to the improvement in quality of hardware and software technology. For this title, Super Mario Galaxy, we have also created orchestrated music."
    "E For All" Interview with DDR composer/director Yuichi Asami
11.7.2007 | "While the name Yuichi Asami may not be immediately recognizable to even the most hardcore fan, his many artist aliases, including [2MB], U1-Asami, Club Spice, and NPD3 have appeared in nearly every DDR game on every platform over the last decade."
    Interview with Call of Duty 4 composer Stephen Barton
11.2.2007 | "Infinity Ward were very keen on some particular cues from a couple of Harry’s scores, and although he was insanely busy at the time with a film, he came up with the notion that he could write one of the main tunes, and a big opening sequence for the game, and that I could handle the rest."
    "E For All" Interview with Silent Hill composer Akira Yamaoka
10.29.2007 | "All of the music in the Silent Hill film is actually from the Silent Hill games.  Since it is a movie, I had to have all the music in multi-track format.  To do that, I needed some help getting the sound I wanted for the film.  For instance, if I wanted to use a track from the original Silent Hill game, I needed to convert it and upgrade it to sound appropriate for a film."
    Video Games Live: Los Angeles at Nokia Theater (10/19/07)
10.22.2007 | "Overall, I’m impressed with the “new” concert that they plan to take into 2008.  It’s surprising that after so many shows, the VGL experience continues to be refined, and the inclusion of the new world premieres at this performance is a step in the right direction."
    Interview with Game Audio Network Guild President Paul Lipson
10.18.2007 | "G.A.N.G is all about professional development, best practices, community, and education.  We’re also saying things with a unified voice, articulating things and innovating on behalf of the entire community.  Our efforts at GDC, the Program Partnership Initiative, scholarships, events…it’s working."
    Interview with BioShock Audio Director Emily Ridgway
10.11.2007 | "It was my responsibility to set the aesthetic vision for matters musical, matters spoken, matters ambient and matters clangy. I also did a fair chunk of the content creation, for which I am thankful, as I know a lot of audio directors don’t get much time to get their hands dirty like that."
    Press Start "Symphony of Games" 2007: A Fan's Perspective
10.8.2007 | "The Fire Emblem performance had me shaking my head in disgust.  I’ve always imagined the music in the game to be slow and dramatic based on previous performances of the music from the game, but this arrangement was much too fast to be enjoyable."
    Interview with Metroid Prime 3: Corruption Sound Team at Retro Studios and Composer Kenji Yamamoto
10.5.2007 | "Since we basically have wall-to-wall music during the entire game, our interactive music system is relatively simple in design but can get very complex in implementation. Essentially, we assign every room in the game a default piece of music which can change based on triggered events or what state the player is in."
    Interview with Halo 3 composer Marty O'Donnell
9.20.2007 | "I think it’s important that just about every emotion you can think of is evoked at some point while playing our game. I remember one of our designers asking me to evoke the emotion of “guilt” and I struggled with that one. Longing, confusion, fear, heroism, sadness, love – these are just some of the emotions I hope people feel while playing and listening."
 
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