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Casual Moods: Creating Sound and Music for a Booming Field. Laura Shigihara (PopCap, EA, Microsoft, Tikgames) Adam Gubman (Konami, PlayFirst, Square Enix, Ubisoft) Sean Beeson (Disney Interactive, Big Fish Games) Richie Nieto (EA, Ubisoft, THQ).
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Laura Shigihara (PopCap, EA, Microsoft, Tikgames) Adam Gubman (Konami, PlayFirst, Square Enix, Ubisoft) Sean Beeson (Disney Interactive, Big Fish Games) Richie Nieto (EA, Ubisoft, THQ)
1. Work flow of a contractor with a smaller development team • When working with smaller developers, you can be put in some unusual roles. • Be prepared to be a tester, developer, lead, implementer, and more! • While not in your contract, it can sometimes be a necessity to gain or keep a client. • Know the expectations of the developer. Set a boundary. Understand their experience. • Is the client disinterested in the audio? Disconnected? Ignorant? Get them involved! • In those cases, position yourself as the authority on audio as soon as possible. • You may need to defend your assets! Make sure they are used as initially planned!
1. Work flow of a contractor with a smaller development team • Investigate. Make sure your assets are being implemented correctly, as you intended. • What do you imagine the score to this game will sound like? Could be anything!
1. Work flow of a contractor with a smaller development team • What do you imagine the score to this game will sound like? Could be anything! • Be proactive in developing a musical identity for your game. In many cases, you are the expert. • Provide musical suggestions to clients who may not have a clear concept for the score. • If you can't find out exactly what they want, you can at least find out what they don't want.
1. Work flow of a contractor with a smaller development team • Set your musical boundaries. Be flexible and communicate. Compromise within reason.
2. Casual Specific Audio Strategies: Defining Genres • Magic of the Main Theme • Casual Game Categories • Toys -Fart and Burp Apps. Animals that repeat what you say. Pure win. • Tower Defence - Big AAA audio, memorable melodies, ear-breaks -Fieldrunners • Hidden Object (Adventure? Mystery?) - Ambient, bits of floaty melody, free tempo - Big City Adventure series, Escape series, Where’s Waldo, etc.
2. Casual Specific Audio Categories • Casual Game Categories • Light Sims -Chocolatier, Bakery Story, Island Paradise, FarmVille, Youda Survivor • Board Games/Puzzle Games -Bejeweled, Unwell Mel, Words With Friends • Light MMO -Pixie Hollow, Club Penguin, NeoPets…usually with product tie-ins and lots of minigames • Time Management -Dash Series, etc…more later…
2. Strategize Your Content! • How can you best organize and implement your assets to support player experience… • Make strides to keep game audio on and iTunes off! - obvious things…
2. Genre Study: Time Management (Dash) • Time Management Games I’ve Scored: - Diner Dash HomeTown Hero, subsequent expansions - Hotel Dash, subsequent iterations - Diner Dash Grilling Green - Fashion Dash - Diner Dash BOOM! - Cooking Dash 3: Thrills and Spills - Wedding Dash 4-Ever - Life Quest - Fitness Dash - Delicious Deluxe 2, 3, 4, 6 - Dash Tycoon - Farm Dash - Ice Cream Craze 3 - Nanny Mania 2 - Little Shop of Memories
2. Genre Study: Time Management (Dash) • Time Management Strategy - Keep it Fresh, High Quality, and appropriate for long level play - Limited Budgets, maximum audio content - Casual adaptivity - Split cues into smaller randomized bits - Mixdowns and Layering - Melodic reduction and non intrusive ambiences - non directional writing - Mix it up…busy vs non busy sections, appropriate compositional meandering - Simple but not stupid. Purposeful! - Maintain quality over busy-ness. Don’t blow your wad. - One live player?
3. Tips for finding work as a video game composer • Don’t treat your job search as if you were looking for a record deal. • Send your demo CD to major companies, but don’t forget casual, social, mobile, and indie games. • Success usually comes from consistently building your portfolio rather than a “big break”
3. Tips for finding work as a video game composer. • Things to keep in mind when looking for work as a game composer: • Talk with game developers because they’re generally the ones who will be searching for composers • Search for work through online game development communities • Independent Game Development forums (TIGsource.com, indiegamer.com, etc.) • Game development software forums (Game Maker, Adventure Game Studio, RPG maker) • You’ll have more success if you become a part of the community before advertising
3. Tips for finding work as a video game composer. • Things to keep in mind when looking for work as a game composer: • Keep your website up-to-date and make sure it’s easy to navigate and has relevant information • Attend events like GDC, PAX, and other game-centric events • If you can’t find work right away, work on other projects to fill out your portfolio • Community games, contests, mods, recreating a soundtrack for an existing game, etc. • Developers want to know that you understand game audio specifically
4. Opportunities for Experimental Audio in Casual Games • Financial and time investments are smaller. Projects are proportionally less risky. • Non-gamers are harder to engage and capture. • This forces developers into lateral thinking. • Developing a new IP allows for an audio identity to be generated from scratch. • Limited marketing and promotion resources require a product with a fresh design signature to stand above the crowd.
5. Music Preparation for portable devices • Know what resources you have to work with, and prepare your assets accordingly. • Is the title restricted to an over the air file sizes? What is the maximum music footprint. • Keep a running list of musical assets. Prioritize the cues in order of their importance in the game. • Certain cues can be compressed more than others. Experiment with compression if needed. • Depending on the instrumentation and style, you can compress certain cues more or less.
5. Music Preparation for portable devices • Try to listen to the music in context of the game, with different levels of compression. • Listen to the compressed audio on the device that you are scoring the game for. • Is music being played with sound effects? Can you compress the music more? • How and where the music is used should dictate how your music is compressed. • I am not a fan of compression. Sometimes we are just forced to do it to meet restrictions.
6. Managing Time and Workload: One Man Army • You CAN deal with heavy project loads! - Calendars and Milestones - GOOD TEMP! (more later…) - Know when to take risks and avoid re-writes - Keep good templates - Avoid extensions (business savvy!) - Take breaks - Focus notes
7. Things to keep in mind for your first few jobs. • Don’t underestimate the importance of getting your foot in the door. • Don’t get taken advantage of, but don’t be afraid to do your first gig for free (create an internship) • Don’t work for free if your game developer is equally inexperienced but planning on selling the game • At this point you aren’t getting anything out of it that you couldn’t get elsewhere • If the developer can’t pay you upfront you can negotiate royalties (5-10%)
7. Things to keep in mind for your first few jobs. • Try to establish a protocol for contract negotiations. • Educate yourself about the legal aspect of being an independent contractor • Determine whether or not you want to retain the rights to your materials • Try to include a clause in the contract about ancillary rights/selling a soundtrack • Rights regarding profit received from materials that have nothing to do with the game • Royalties in these cases are usually split 50-50
7. Things to keep in mind for your first few jobs. • Maintain a good relationship with the people you’re working with. • Submit your deliverables on time • Inquire about the developer’s future projects and express interest in working on them • Take constructive criticism well (be polite and don’t be a diva)
8. Sound Design Considerations and Hurdles • Generally much smaller memory budget for audio. • Constant revision of sounds prioritization. • Less room for sound variations means demand for more interesting sounds. • Hardware limitations. • Design sounds for target sample rates & bit depths to avoid aliasing and maintain phase coherence. • Speaker limitations must be taken into account (reduced LFE content). • Content considerations. Many casual games are family-oriented.
9. Increasing your exposure in the indie and casual markets • Meet the team. Know the team. Become a part of the team. They are all connections! • A lot of smaller developers exclusively use contractors. That includes artists, programmers. • Treat each member of the team as a potential connection. Ask them about their other gigs. • Be genuine in building your relationships. If you treat them well, they will return the favor. • Investigate the member's other projects. Ask them about their connections in the industry.
9. Increasing your exposure in the indie and casual markets • Meet non-audio contractors and developers before they need a composer. • Network with non-audio contractors. These relationships can lead to continued contracts. • Search for forums and communities where developers and contractors hang. Build a rep. • Integrate your portfolio into your website and social networking sites. The internet is your friend. • Work for people, and they will work for you. Work exists for those willing to work for others. • Share your work with communities outside of the entertainment industry. Can be fruitful.
10. Dealing With Temp and Difficult Developers • Iterations - Learn the IP HISTORY! Learn the DEVELOPER SOUND! • Clarity - WHAT is the Dev temping? Tempo? Instrumentation? Time Signature? • Language - Emotions, Colors, Energy • Creativity - Make Suggestions, take RISKS when necessary to assert confidence in ideology but… • Revisions - PICK YOUR BATTLES. Should bad temp warrant re-billing?
11. Business Advantages to Working with a Casual Game Dev • Rights ownership and back-end earnings can be negotiable with a smaller studio – even if you are not a big name! • More flexible contracts, easier to revise on the fly. • More agile communication and decision-making, faster feedback and approval. • Wages not necessarily lower than those of AAA projects.
12. Creating a memorable soundtrack with limited resources • Solid composition is key. • Having limited resources forces you to focus on the composition • Despite limitations, some of the best game scores came from the NES/SNES era • I always compose using the “MIDI test” to make sure the composition can stand on its own
12. Creating a memorable soundtrack with limited resources • How do you create this type of music? • A good exercise is to see how closely you can reproduce music that you like • Study old video game music because it’s a great example of memorable music from limited resources
12. Creating a memorable soundtrack with limited resources • Think outside the box and be creative! • Challenge yourself to come up with fun and interesting ways to integrate music into your games • Despite limitations there’s still room for dynamic music, music videos, music gameplay • The PvZ theme song was completely voluntary (PopCap didn’t ask for it)
12. Creating a memorable soundtrack with limited resources • Think outside the box and be creative! • Get creative with the sound effects and make sure they add to the game without annoying the player • Pitch shift SFX that are heard frequently (eating noises, picking up coins, etc.) • SFX are small so you can do realistic live recordings (real butter hitting a real head)