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Click to launch music player
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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." |
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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." |
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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." |
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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." |
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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." |
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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." |
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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." |
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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." |
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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." |
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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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