MonkeyEgg

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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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Last night was the last IGDA SLC meeting of the year, called Final Burn 2009.  It was awesome, to tell you the truth (vazor agrees, and gives a pretty decent run down of the night, here).  Though it was only my second IGDA meet and greet, I felt like people were starting to get to know who I was, and I was really happy that the openness of the event (unlike the last one I was at, where we all sat at a single, long, table) really helped me meet people.  Unfortunately, I didn’t play any of the games that were available, mainly because I was busy interacting with everyone that was there.

My personal friends Alexis and Christopher came, as well, and I thought everyone was really open and receptive to them, considering neither of them have expressed any real interest in being in the video game industries.  (Christopher was even invited to be part of a smaller group of people that tests tabletop games, and I personally hope he takes them up on it.)  Also, Alexis and Jacob were able to meet, face to face, instead of just seeing names in the MonkeyEgg forum.  If only Squink could have made it, too.

The more time I spend getting to know the local game dev community, the more I’m glad that I’m working toward being part of it.

Speaking of being part of it; in January, the Global Game Jam is happening, and there will be an SLC portion of it, which I hope to be able to attend and write music for;  finally, GEEX is coming back to SLC next summer, and will have a Game-in-a-Day competition, which I also hope to be part of.   Guess I need to get on the ball, practicing my speed-writing.

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Monkey Egg

Recently, a friend of mine from the local IGDA and Utah Indie Game Dev groups and I have started a game development “company,” if you will.  Our focus, right now, is to create portfolio pieces for us and everyone involved, which will get us more exposure in the future.

I can’t really tell you much more, because there’s not a whole lot out there, but I’ll get something up eventually.

In other news, financial troubles have shut off my internet at home, which has shown to be a problem on the composing front: Native Instruments’ products, which I rely on fairly heavily, check their registration every time you start them up via their Service Center… basically, without the internet at home, my products only show as unregistered, and aren’t working.  (If any of you know a solution to this, I’d love to know.)

So, my music, at least computer based, has taken a back seat to writing, which only requires a pencil and paper.

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