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Like I mentioned last time, I’ve been teaching myself Blender and Unity.  I’ve started a project at work, which I’m really proud of how it’s going, but due to the scale I decided I’d probably start with something smaller to learn the ropes.

So, I’m making a location from The Embrace, the Baker Street Brakeworks, which is a burned out husk of a building that once served as a brake shop, with a secret basement that acted as a speakeasy during prohibition.

As you can see, there are no windows, yet, but I assure you I plan on it.  Also, considering this is going to game-ready, it’s currently sitting at 479 polys — I’ve been really trying to get in the habit of reducing the poly count as actively as I can, which is why there are no windows. :p

But that’s hardly everything. :)   During this process, I’ve constantly been back and forth between Blender and Unity, checking my normals, checking door sizes and playability.  (It took some work, but I got Blender and Unity to play nicely together, also.)  It’s an incredible feeling when you can immediately play through something you’ve built.

So… play through it. WASD or arrow keys to move, mouse to look, space to jump (which doesn’t do much but show you I need to work on my collision detection on the player object), and to go full screen right click in the window and select “Go Fullscreen.”  :)

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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!

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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.

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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.

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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.

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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.

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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.

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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.

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The Complete Guide to Game AudioRecently, I picked up The Complete Guide to Game Audio and I must say, it’s an amazing book.  It’s answered just about every question I’ve had that I couldn’t find in an article, forum, blog, or otherwise, and I highly recommend it.  But this isn’t a book review, this is a realization. The realization that I wasn’t taking myself, or my future as a career composer / sound designer, seriously.

In fact, I was treating it as a pipe dream — something that would be nice to have, but not something I could ever get.  And that was effecting everything I was doing outside the actual music and sound design.

Once I realized it, I made a vow to myself and the world (via my Twitter account):

[Dave Matney] will be living entirely off money made through music and sound design by 2013.

On January 16th, 2013, I will be turning 30, and I don’t want to be the 30 year old that doesn’t at least have a foot in the door toward the career of his dreams.  The career I’ve been working toward since I was six years old when  I first started writing goofy little songs on my mom’s piano. (Sure, I wanted to be a rock star, but, in 1989, I didn’t know people even made video games, I just thought they existed.)

So, I need to make some changes.

First off, I’m done working for free.

I’ve advocated working for free in the past, despite all evidence to the contrary, and I’m now realizing that I was wrong.  With few exceptions (Open Source projects, for example, where everything is strictly voluntary, or one-time personal favors), no one should ever work for free. Even if you’re working for a church or other non-profit, you can still get a letter of charitable contribution, which is a tax write off.

So, it comes down to this: If the person I’m doing the project for is getting paid, and/or if anyone else working on the project is getting paid, I am getting paid. I understand each project is different — students don’t have the kind of money a corporation has, and some projects pay on the back end instead of up front — but the fact of the matter is I have worked twenty-one years of my life toward this goal, and I deserve it.

Second, I’m done taking on new work until my demo reels are complete.

I have enough experience, and almost enough footage, to put together a demo reel.  So, as I polish off my plate I will begin the process of putting together my demo reels, both for sound design and music.  I need to show the world that I am worth what I am charging.

Finally, I will be overhauling my site, and blogging regularly.

My brother and I have been kicking around ideas for this site since I started it, and that’s been keeping me from moving forward with business cards and such, as I’ve been waiting to get everything properly, and uniformly, branded.  So, when I roll out my completed demo reel, I will roll out a new site.

In the mean time, and even after then, I will be blogging regularly.  Not every day, but I will promise at least weekly updates.  I won’t be don’t weekly links, and sometimes my weekly updates will be slightly anorexic, but there will be a weekly touch down from me.  Probably every Friday.

All in all, I think these are the best moves for me, my family, and my career. And, like I said, by my 30th birthday, I will be living entirely off money generated from music and sound design (and, if possible, game design and game writing, but that’s not my focus.)

Here’s to moving forward. ►►

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This last weekend I had the privilege to participate in the 2010 Global Game Jam, held at our local branch of ITT Tech building.  It was a lot of fun, overall.

This year’s theme was “Deception,” and the area restraints were “Trades, Raids, or Maids.”  Some teams were formed before the opening night, which I feel took away from the overall experience, but those teams still had the experience of cranking out a game in 48 hours.

I was officially part of one team–made up of Tim Tillotson, Mark Schmelzenbach, and Jacob Kinney– at the start, with a self-imposed time limit of being done at Saturday by noon, which worked just fine for me, because I wanted to do audio for as many people as I could. We cranked out as much as we could, and when noon came around we saw that we weren’t close to finishing our project, but we saw an end in sight, so Mark and Tim both agreed they could work ’til 3, which we worked to and had to simply cut our losses; it was close, but it still wasn’t a playable game.  With Tim saying he was going to work on it a bit more that night –which he did– he, Mark, and Jacob all went their separate ways, and I stayed behind to do sound for anyone else who wanted it.

I could give you tons of stories, but I’ll just get onto the games and audio.

First up, is The Ant Thieves, the game that my team put together. You can play it here.

I am really happy with my audio for this game… I took The Ants Go Marching, and blended it with the James Bond and Mission Impossible themes, for an ant-spy feel.  I made two versions, one with a subdued chord progression and one made to feel victorious.  As for sound design, I pitched up a scream sound and made a “stomp” sound with some impacts and a drum, then added some distortion.

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Next up, Treasure Raiders is an XBox 360 game with a rock-paper-scissors mechanic and some campy art.  It should be mentioned that none of the people on their team were artists.   I hung out with these guys almost exclusively after my team left. You can download the Windows version of the game from the link above, or you can wait for it to show up in the XBox Live Arcade (it won’t be free… but all the money is going to charity.)

I had a lot of fun writing the music for this project.  They wanted something like Castle Crashers, giving the game a cheesy epic feel, and I was loving me some French Horns when I wrote the music.  As for sound design, I tried to use musical instruments for as much of it as I could, to keep the campy feel, but had to resort to recorded sounds for the combat.

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Third up is Dust Bunnies. I really don’t know what to tell you about this team.  They were mostly ITT Tech students, with two exceptions.  Every time I went into their room, I never knew what to expect; someone could be sleeping on the floor, or someone could be rapping, and over the Saturday-to-Sunday crunch, they had rap music videos projected on their wall.  It was a blast, and you can play it here.

These boys didn’t know what they wanted… they first asked for elevator music, and then something by Ry Cooder.  By the end of it, they had settled on a Sim City-sounding reggae tune that I had actually cast aside, because I didn’t think they’d want it.  I’m glad they did, though.. I always ove writing reggae.  For sound design, I took two vacuum tracks, layered them, and trimmed them so the start and stop would be shorter, and cleaner.

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Finally, I did sound design for two additional games.

For the first one, Maid of Discontent, built entirely by one man, the sound was almost an afterthought.  He had asked me for two sound effects earlier in the night, but he insisted it wasn’t a big deal, so I focused on everything else.  If he hadn’t had trouble uploading the file, I don’t think I would have even been able to get the two sounds in.  Yeah, that’s right… two sounds.  A coin dropping into a vending machine, and a door closing, both FreeSound sounds that I simply cleaned up and balanced out.

The second sound-design-only game, and final game I worked on, was ConRaid, a fun flash game where you hide crowns from raiding orcs.  I feel I had more making these sound effects than any other project, due to their simplicity and speed.  I simply played guitar, then bitcrushed and downsampled them ’til I was happy.  Because of their melodic roots, they give the game a sense of having a soundtrack, even though there’s not one there.  You can play it here.

Oh, and one more thing:

The games posted in this entry use the following sound files from Freesound (http://www.freesound.org):

Woman Scream AAA, Thijs loud scream, from thanvannispen
Wilhelm from SweetNeo85
Scream Boom 01 from studiorat
Scream from analogchill
banda fort sample from snog
Door Creak Short from Percy Duke
Single Coin Return from tweeterdj

I’ll happily do this again, next year.

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Tonight’s One Hour Audio was a bit of a disappointment, at least to me. A bad choice of synths to work with, a major key (C Major at that… the cheesiest of all keys), and an attempt at something with a little more structure all lead up to me writing something I’m pretty sure will hit the scrap pile.

As always, let me know what you think.

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So, I’ve finally decided that I should stop putting things off, and start practicing my composition. Like all things, composition can only get better from practice, right?

The reason I’ve finally given in to what I know I SHOULD do is the Global Game Jam, which is coming up in almost exactly a month from today. I’ve got to be fast for that, especially given that I’ll be one of few composers, if not the only one, available for that event, and I suspect I’ll be approached by more than one group to make music for their games.

Also, in composing, I’ve heard that you get paid by project, not by hour you put into something (which makes sense), so the less time you can spend on each project, the more you can make in the long run.

So, I gave myself an hour to start from scratch and write everything I could on one idea, followed by 10 minutes to do final arranging, mixing, and mastering. It was chaotic, loop based, and, overall, turned into something I could probably use in the future with a little refining.

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Let me know what you think.

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