Day 02 – A picture of you and the person you have been closest with the longest

This, my friends, is a picture of me and my brother, Steve “Squink” Matney — and a ghost, Shakespeare, and Cookie Monster — who has been my best friend for most of his life.  Interestingly, there aren’t enough pictures of just the two of us, so this picture is two and a half years old, and I had to crop some other people out.

To say we have stories to tell is like saying the Bible has a lot of words, or like saying Steve has a lot of hair…

Exhibit A: Lots of hair.

… unfortunately for you, they’re riddled with obscenities (kidding) and inside jokes (not kidding) and are mostly “you had to be there” moments where he and I are reduced to jiggling lumps of Muttley-laughs.  Okay, that’s just me… by the time I get there, he’s just staring at me with a look that only says, “Dave, you’ve gotta breathe.  And stop forcing the stupid squeaky Muttley laugh.”

Simply Amazing.

And, there you have it.

I know it’s not my usual style, and this isn’t a photography blog, but it’s been way too long since I’ve just written anything. I need an excuse, and I think this is perfect.

Until the new year, I shall record the events of the month… on film! Digitally!

A list.
A picture every day.
And I encourage you to do it as well, and record (WITH PURPOSE) your last 30 days in this decade… something to remember the last ten years by.

This list is as follows:

Day 01 – A picture of yourself with fifteen facts
Day 02 – A picture of you and the person you have been closest with the longest
Day 03 – A picture of the cast from your favorite show
Day 04 – A picture of your night
Day 05 – A picture of an old memory
Day 06 – A picture of a person you’d love to trade places with for a day
Day 07 – A picture of your most treasured item
Day 08 – A picture that makes you laugh
Day 09 – A picture of the person who has gotten you through the most
Day 10 – A picture of the person you do the most messed up things with
Day 11 – A picture of something you hate
Day 12 – A picture of something you love
Day 13 – A picture of your favorite band or artist
Day 14 – A picture of someone you could never imagine your life without
Day 15 – A picture of something you want to do before you die
Day 16 – A picture of someone who inspires you
Day 17 – A picture of something that has made a huge impact on your life recently
Day 18 – A picture of your biggest insecurity
Day 19 – A picture and a letter
Day 20 – A picture of somewhere you’d love to travel
Day 21 – A picture of something you wish you could forget
Day 22 – A picture of something you wish you were better at
Day 23 – A picture of your favorite book
Day 24 – A picture of something you wish you could change
Day 25 – A picture of your day
Day 26 – A picture of something that means a lot to you
Day 27 – A picture of yourself and a family member
Day 28 – A picture of something you’re afraid of
Day 29 – A picture that can always make you smile
Day 30 – A picture of someone you miss

Sorry for the horrible quality... it's the only camera I have available to me, today.

Today’s is a lot harder than I’d like it to be — not because I’m against revealing things about myself, but because I have a tendency to reveal WAY too much.  So, in that vein, I’ll try to make it things that are not only facts, but things that a lot of people don’t already know.

  1. On a day-to-day basis I tend to flip flop between Christian-leaning-slightly-Agnostic and Slightly-Agnostic-leaning-strongly-Christian.  I think it’s a perfectly normal place for any born again Christian to be, especially one who still has friends that are not, and never will be, Christian.  I never don’t believe in God, but there’s always that lingering feeling of “If this was so important, you’d think it’d be a lot more obvious and more difficult to debate,” which makes me wonder if we’re just making rules to a game we’re all pretty certain we’re playing.  That said, Pascal’s Wager and a life of awesome role models keeps my actions largely in the Christian camp.
  2. I’ve come to realize that lying doesn’t get me anywhere, but Radical Honesty can be abused far easier than little white lies. I’m not going into that.
  3. I make $26,250 a year as the sole provider for my family. Though we’re about $7k above the poverty line, it doesn’t feel like it sometimes.
  4. I made more this year doing music and sound design than every year prior to this — that means there’s hope.
  5. Ten years ago I was 100 lbs lighter.
  6. Except for when I have a beard, or when I take the time to curl it, I hate having a mustache — I just don’t shave it because I end up with bright-red razor burn that lasts for days.
  7. 5.5 years married, and I’m still terrified of commitment, because it used to be par for the course that I’d ruin it. So far so good, though.
  8. I’ve been playing guitar for 12 years, sax for 15, and piano for 21. I’m better at guitar than I am sax, and better at sax than piano. I feel like I should be significantly better at all of them for how long I’ve been playing.
  9. Because I tend to surround myself with spelling and grammar Nazis, I’m incredibly self-conscious about the way I write.
  10. I’m also incredibly self-conscious about my teeth, because I didn’t take care of them in my teen years and I drink a lot of coffee.  They’re not bad, just not good enough.
  11. I’m terrified of flying over the ocean — when I joke that I’d rather take a boat to Europe than fly, it’s not a joke; I’d much rather pay more, and take longer, sailing.
  12. The way I live is pretty conservative, all things considered, but I vote liberally.  The government that governs the best is the one that governs the least, and who are the lawmakers to tell me what I can and can’t do to my own body, or who I can or cannot marry? What does that have to do with this nation’s security at all?
  13. When I was 18, I registered as a conscientious objector. Now, I want to own guns because they seem incredibly fun to shoot.
  14. I’m tech savvy — more so than most people — but I still somehow completely bricked my phone.  Honestly, I don’t know how I did it.
  15. I only watch about 4 hours of TV/movies a week, and play >1 hour of video games.  For a sound designer, I’m pretty sure this is a horrible practice.

Wow, October already?  Sometimes, it blows my mind how fast time moves… having a 9-5 on top of my music and sound design stuff always seems to drain me, and I get far less stuff done than most of my audio peers, but that doesn’t mean I don’t keep trying.

In fact, I’ve been fairly busy: I’ve done two pieces of music for Elevation Studios, and I’ve been session-guitaring for Juliet Richardson’s new project.

Unfortunately, I can’t show you much of Juliet’s stuff, but, trust me, it’s awesome, but I can show you are the two Elevation Studios projects.

First up, K2.

For this, I was asked to not just emulate, but straight-up COVER the iPhone 3G commercial music — a song called You, Me and the Bourgeoisie, by the Submarines.  I ran into a problem with the drums, because midi-based drum fills NEVER feel that good, so I followed the general rule of thumb with covers and added a breakbeat instead.

After that, came ARC.

Elevation Studios has been busier than usual, too, so I was asked to write another piece of original music, within the same vein as the rest of the music I’ve written for ES.  In this project, I ran into something that was both a blessing and a curse — a track limit.  I prefer to mix my music in Sonar LE 8.5, because the interface just feels better for mixing than Sonar Home Studio, but when I transferred my project over, I lost somewhere between 4 and 10 tracks.  At first, I was upset, though I could always just mix in HS, but after I listened to the music, I was a lot happier with the stripped down version than the version that had all the extra bells and whistles (not literally).

This is the track I wrote:

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

And this is what Brandon did with it.  I love being able to trust Brandon with my music, knowing that he’s not going to have any obviously bad transitions.

Thanks for listening.

As usual, let me know what you think.

Tags: , , , , , , , , , , , , ,

As I mentioned before, this is my entry to Dynamic Interference’s Monthly Sound Design Challenge.

Also, this is the first video with my new logo.

Please, any constructive criticism is encouraged.

Tags: , , , , , , ,

If you’re a sound designer of any caliber, and you haven’t heard of Social Sound Design, you better get over there RIGHT NOW.

Shaun Farley, a regular at SSD, has started a monthly sound design challenge where he selects the base media, and you sound design around it.  Today marks the release date of the very first challenge, which he’s posted on his website.  This is a perfect opportunity for those of you who are still looking for a project to cut your teeth on, so no matter how green you think you are, I suggest you do it.

Watch for my uploaded video in a month or so.

Tags: , , , , , , ,

I feel kind of bad for not posting this sooner.

Jonathon Duerig, a Flash game designer I had the privilege of working with at GEEX (I wrote the Victorian piece for him) has released his Tile Factory game — a game akin to Pipe Mania, but instead of moving liquid, you’re moving tiles — and it’s a pleasant game, for sure.

The reason I’m mentioning it is because he was the first person to take advantage of, and truly the inspiration for, a service I’ll be offering soon — $5 Sound Effects.  Watch for more on that, later.

The $5 Sound Effect I created for him is the sound of the tiles shattering… when I made it, I hadn’t heard the rest of the sound pallet, and I’ve got to agree with Jon when he says it fits the overall sound perfectly.

Give it a play!

Tags: , , , ,

Over the next little while, I’ll probably be posting quite a few sound design videos, as I get things together for my demo reel.  Uploading them early gives me a chance to take any constructive criticism I receive and apply it to the sound design before I render a final version of my reel, and I feel like it gives me the best chance for success in the long run.

My first video is a redub of the 38th cut scene in Silent Hill 3.  In the video, the protagonist, Heather, finds an unconnected payphone ringing in a rusty locker… This is only 30 seconds long, but that’s all I need for what I’ll be using it for.

This is my first attempt at hosting anything on Vimeo, as well as my first rendered video with Sony Vegas Movie Studio HD Platinum 10.0 (Seriously, Sony… shorter software titles PLEASE), and my first use of the free convolution reverb plugin SIR, AND the first thing I mixed / mastered on my new Tannoy 601p monitors.  I’m not entirely sold on the particular impulse I used in the locker, so that may change as I get closer to my finalized reel.

So, without further interruption, I present my SH3 Redub.

Silent Hill 3 Redub from Dave Matney on Vimeo.

Constructive criticism is encouraged and appreciated.

Tags: , , , , , , ,

This is a tech-heavy post, specifically regarding XNA, XACT, and the in and outs of video game sound design.
This post isn’t for everyone.

Up to this point…

All the sound in Siphon Spirit has been implemented using the basic soundEffect.Play(); functions for all the sounds within the game, which has given us — specifically me — very little control on the audio within the game.  Play, stop, loop, and volume — all with their own quirks and downfalls. Two audio files played simultaneously would never sync, things looped with an audible seam, and if I wanted to add pitch variations to common sounds, I had to make that many sound files and play them at random.  So, not ideal.

Luckily for us…

XNA Game Studio comes with a built in audio engine with far more flexibility and functionality than can be achieved with code alone.  Seamless looping: check. Automatic pitch variation: check. Ability to pan: check.  Take audio control away from the coder and give it to me, much to his chagrin: check! And, like everything else XNA, it’s free.  Not just free to download and use on projects that will never make money, like fMod and WWise, but free to every XNA project you ever build.

But…

XNA documentation is awful — Not Microsoft-awful, but awful in general — and the sections on XACT are less informative than the rest of it.  To figure any of it out, you have to be both a programmer and a sound guy, and you pretty much have to have the code and the audio library open at the same time to get things working correctly.  In our case, that means I work on the audio library at the same time as our programmer, Curtis, implements the code, and we tackle any bugs that pop up via IM, Dropbox, and Google — because, like I mentioned, XNA documentation sucks, and all of our solutions have actually come from 3rd party / frustrated-user tutorials.  And, like all things Microsoft, sometimes things will work in one build and not in the next, even though nothing was changed.

So…

  • Why not use fMod or WWise? Because we want to make money, but don’t have the initial flow to pay for licensing.
  • Why not use the built in sound functions, and just live with it? Two words… seamless looping.  Actually, scratch that.. more control.
  • What about *insert other audio middleware / library here*? Because, honestly, I don’t know of any other.

In conclusion

XACT will, I believe, reveal itself to be time well spent.  Not only can I put this experience on my resume, but the feel of Siphon Spirit, and any other XNA game I work on will benefit from the headaches I’m suffering through right now. And it’s actually really nice to feel like I’m part of the creative process beyond just the assets  I’ve been creating.

And the real reason I wrote this post…

Was to link this blog post by Kevin Gadd about simple dynamic audio within XACT.  If I didn’t find that, everything XACT related would never have made any sense.  If you found this post because you’re frustrated with XACT, check out that link.

Tags: , , , , , , ,

GEEX Music

I only wrote two pieces of music during the GEEX 2010 Game-in-a-day. Considering I had 24 hours to do it, a lot of people would say I did great, but I probably could have pulled off another game if I didn’t want to actually see the convention.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

The first piece I did was for my team… Have I mentioned I’m totally in a hip-hop mood, lately? If this doesn’t prove it, I don’t know what does. Also, I tried to incorporate some Akira Yamaoka style guitar in there.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

The second piece I did was supposed to be a Victorian Era piece that reminded the player of the sea. I got to use Bellows by Detunized.com in this, and I’ve gotta say, I’m really happy with it.

Tags: , , , , , , , , , ,

Last time we met, it was April — for those of you who are like me, that last post three months and twenty one days ago — and I said I’d give you two blogs that week.  Let’s pretend I did that, and kept doing that all this time, so there’s no hard feelings.

So, what’s happened since I dropped off the planet?

Lots, actually, but only a few things are really worth mentioning, and I’ll do that in bullets, because I’m feeling neat, tidy, and list-like today.

  • Someone actually validated my least-popular blog where I said you should work for free.  Until I read that, I’d been wondering if I was all wrong… now I know I’m not.
  • Siphon Spirit is going strong, though our release is looking farther and farther away, thanks to feature creep. But it will be awesome, I assure you.  One thing I’m incredibly happy about is that I’m getting to use XACT for the first time, and finding it really helpful.
  • Violet Kiss (the website is down, apparently) was finished — I may have mentioned that — and is being submitted to film festivals around the country.  If you’re interested in seeing it, let me know, and I can try to find out the dates and locations.
  • I participated in the 48 Hour Film Project, and though my team didn’t win, I had a great time. You can watch the final video here, and our practice run here.

And now, the bigger news.

In Salt Lake City, there is a gaming and electronics expo called Geex (if you’re in Utah, are a games publisher, or an electronics manufacturer, you should check it out), where, at the very least, there were a bunch of sweet game tournaments and contests, one of which was a Game-in-a-day, where I wrote music and sound effects for a small number of games (two with music, three with sound effects).  My official team came in third place, and one of the teams I did sound for came in first.

Rick Bradshaw, Dave Matney, Chance Thomas

But that’s not the big news… See, at Geex, there were a myriad of panels, one of which was Audio in Games, featuring some pretty big names in the local, and even global, game audio community.

Hosting the panel was Mike Neilsen, from Wahoo / NinjaBee, who did a great job and kept things rolling.  On the panel with me were Rick Bradshaw, a sound designer from Disney Interactive, and Chance Thomas, from HUGEsound.

My initial thoughts on the panel were that it would be dull, and we’d have maybe ten people in the crowd, and we’d probably end up finishing early because of lack of interest.

Boy, was I wrong… there were probably 20-30 people in the crowd,with every one of them asking incredibly good questions and keeping things moving — Mike only had to step in a few times to offer new topics.  We were given an hour, but since we were the final panel of the day, we ended up going somewhere between 30-40 minutes over.

The best part of the panel experience, in my opinion, was that there was a mutual respect between us, and we all seemed to really get along.  Though Mike and I only have a few years experience, against Brad and Chance’s twenty-plus years each, both Mike and I were able to have valuable input, with none of us really taking center stage.  I particularly liked that, for almost every question, the panel would end up discussing it like we were talking over coffee — someone would ask a question, one panelist would offer their opinion, then turn to the rest of the panel, and we’d discuss it with each other.  It felt really nice to shoot shop with people who have far more experience and shipped titles under their belts, and not feel like I was the odd man out.

So, now what?

Back to working on Siphon Spirit, most likely, as well as a few MonkeyEgg projects that haven’t really taken off.  I’m also working on a bid piece for a short horror film, and I should be officially compiling my demo reel over the next couple of weeks.  In the mean time, I’ll try to update here, more often… and I’ll get some music uploaded so you can hear what I did for the Geex Game-in-a-day.

Tags: , , , , ,

« Older entries § Newer entries »