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    Interview with Call of Duty 2 composer Graeme Revell
9.1.2005 | "The relationship game about because my manager, Mark Devin, was friends with the head of the music department over at Activision and he came to me and asked whether I would consider doing a video game."
    Interview with Myst V: End of Ages Audio Director and composer Tim Larkin
9.1.2005 | "There were many more underscored pieces in this game than any previous game that I decided to score, some of the longest segments being over six minutes in length. Overall, there is just over an hour of original music in the game, and about fifty minutes of that made it to the soundtrack."
    Interview with Far Cry: Instincts composer Paul Haslinger
8.1.2005 | "The motto we developed early on for the sound of this project was the term 'primal': the reduction to the most basic level of survival, the uncovering of deeper/lower levels of psychology. And the transgression one can find on those levels."
    Interview with 2005 'GC' concert executive producer Thomas Boecker
7.29.2005 | "The concerts in Leipzig dramatically pushed the attention for the whole genre - and thanks to Uematsu's "Dear Friends" tour, that pushed it even higher. The momentum - fuelled by such events - is very strong now."
    The story of the original score for Brothers In Arms: Road To Hill 30 by Stephen Harwood
7.4.2005 | "The project audio producer David McGarry and I agreed that it would be best to leave the action of the game un-scored for the purpose of maintaining the realism that was so important to the design of the game."
    Interview with Dragonshard composer Lennie Moore
6.1.2005 | "This is a hybrid score, comprised of sampled strings and percussion and enhanced with live woodwinds and brass. For my live sessions recorded in Seattle, I had 2 flutes, oboe, 2 clarinets, bassooon, 4 horns, 2 trumpets, and 2 trombones."
    Splinter Cell: Chaos Theory interview with Simon Pressey, Artistic Audio Director, UbiSoft Montreal
5.17.2005 | "I dream about interactive music system, no really I do. One size does not fit all. Every game requires a unique solution. We, the audio designer and myself, start out looking at the game design and think about what we need the music to do, or what role it needs to play."
    "The Devil's in the Details: A Look at Doom 3's Antimusic" by lead composer and sound designer Ed Lima
5.2.2005 | "A complex and interesting ambient soundscape would serve as the game's de facto soundtrack. A big part of the game's creepy vibe would come from this ambient audio backdrop. But as far as it having no real music, well, that isn't exactly the case."
    Interview with Jade Empire composer Jack Wall
5.2.2005 | "The closest reference I had was Crouching Tiger, Hidden Dragon. I really liked the 'percussion as music' idea that was in that score - especially in the track 'Night Fight.' I really took that and ran with it."
    "GDC 2005 - Reflective eyes of an audio guy" by Aaron Marks
4.4.2005 | "Look at the experience this way - GDC is like a raging, furious river that is flowing in every direction. All you have to do is jump in with both feet and put your trust fully in its hands. Get out there, mingle. Be excited about what you do and let everyone feed off your energy."
 
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