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Interested in discussing your game audio needs? We’d love to discuss your project and how to get the best out of your audio.

New Studio

As you may know, Jam Sonic recently relocated to Pittsburgh’s Strip District. The studio sits on the site of the original HJ Heinz Company Factory (the ketchup people). However, moving was just the beginning. We also undertook the task of upgrading our studio to give us some enhanced recording and composition abilities. We’ve been waiting to upgrade our equipment for some time.  Since the primary focus of our Pittsburgh studio is composition/design, we’ve designed it with that goal in mind. Mixing/mastering and any instrument recording is still done at Truephonic studios in Charleston, SC.  Here are a few of the updates.

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Argosy Desk:  The new desk provides us with plenty of working space for our laptops, drum machines, midi controllers, and any other gear that we setup.  No more having to squeeze and try and work around everything.  Our other favorite thing about this desk is the pullout keyboard tray that sits an 88-key piano.  This frees up so much desk space without feeling cluttered.  I always hated having to press the record button on the DAW, turn around to record, and then turn back around when I finished.  The keyboard tray makes it so easy to pull out the keyboard when recording or to put it away when editing.

Dual_Monitors

Dual Monitors:  We’re in the middle of installing these right now, but I’m not sure how we’ve lived this long without them.  I was sitting in on a friend’s studio session who had a dual monitor setup, and from watching over his shoulder and seeing how smooth the production process went, I knew I had to make the upgrade.  One of my pet peeves is having to dive back and forth between windows on the computer screen to complete my tasks.  The dual monitors boost productivity tremendously by allowing me to have multiple screens open simultaneously.

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Tiered Keyboard Stands:  We’ll be honest, tiered keyboards in a studio just look sexy to us. For that reason alone, we wanted one.  However, for more pragmatic reasons, they allow us to access our weighted 88 keyboard and our synthesizers in one fell swoop. Also, we aren’t working out of a huge room, so having our studio be properly outfitted but organized and clean is a priority to us.  The tiered keyboard helps us free up valuable real estate.

 

Mood Light:  We now have some back lighting that can be set to a variety of colors. Setting the right mood in the studio helps us create an inspiring environment and one that we can work in all day and night without wanting to leave.  Just a touch of colored lighting transforms the space from workspace to studio.  It’s a subtle touch that makes a big difference to us.

Vocal Booth:  We now have 25% percent of the room dedicated to vocal and foley recording. The space is small enough where it allows us to feel comfortable in the other part of the room, but it is big enough to record a foley pit.  This is a huge convenience for us and allows us to recored footstep sounds and other foley sounds for video games.

What’s Next:  Upgrading the studio is an ongoing process where we are always tweaking something throughout the year, but our next big update will be to build a new custom computer optimized for audio.  We are planning to do a walkthrough of the process for those wanting to follow along in one of our upcoming posts.

 

 

Keynote Speech: Games For Change

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Where did the time to go? Here in Pittsburgh, it’s clear that summer is over and fall is upon us. The summer was such a great time for Jam Sonic because we got a chance to travel to the east coast, west coast, down south and back. However, now that we are settled for the fall, there is no better time to start reflecting on our summer highlights starting with Game’s For Change.

June 10, I had the honor of giving the keynote address for the Game’s For Change Student Challenge. Games For Change is a non-profit organization dedicated to using games as a vehicle for social change. High school and middle school students competed in the Student Challenge to create games based on one of two themes: Climate Change or Immigrant Voices.

Games4Change_2The event was held here in downtown Pittsburgh at the Heinz History Center, and it was a joy to see the center filled with VR units, laptops, controllers, and keyboards.  The student teams typically consisted of a programmer, an artist, and a sound designer. However, there were some games crafted entirely by one student. Genres ranged from platformers where you navigated a pixelated earth ravaged by climate change to resource management games. The grand winner of the challenge, however, was from the Immigrant Voices category. The winner, “Italian Immigrant Voices”, was a text-based game featuring real documents and photographs from Italian-American History. The documents were gathered from a local Italian-American Heritage society in Pittsburgh. They integrated these documents and photos into the game’s storyline and visuals with great results.

BasicProgramming

I remember as a kid reading a book about game programming using BASIC. I enjoyed the text-based games you could make with BASIC, but I always dreamed about making games like I played on the NES. At that time, the resources and technology weren’t as sophisticated and affordable as they are now, so seeing these students have such an opportunity is amazing.  It’s also great seeing the creation side of gaming as being used as a vehicle for self-expression. Congratulations to all the students who participated in the event.

OGDE 2015 Highlights: Collapsus (Wraith Games)

This past weekend, I had the pleasure of attending the Ohio Game Developer’s Conference in Columbus, Ohio, and although I was “working”, don’t feel too bad for me.  My “work” , consisted of playing game demos coming out of the indie game dev scene in Ohio.  The variety of games being developed ranged from RPG/Card hybrids to puzzle based games, and all this week, I’ll be writing about my favorite games played during the conference.  So be sure to check out these upcoming games and show some love to their developers.

MeWraith

Collapsus (Wraith Games)

Continuing my highlights of OGDE 2015, today I’ll be talking about the puzzle game “Collapsus” from Wraith Games.  The best way that I can describe Collapsus is to compare it to Tetris, but instead of manipulating shapes, you collapse blocks of various colors.  Once four blocks of the same color are aligned, they disappear and you get points.  However, outside of the blocks, the similarities to Tetris end as “Collapsus” manages to put its own spin on the puzzle genre.

Collapsus

Despite the apparent simplicity of the game, the game is tough to win, and even harder to put down. From my recollection, during the weekend, there were only 2 people that made it to level 2 of the game.  Yea, don’t let the bright colors fool you, this game is an ass kicker.  I myself stopped by the booth the first day, played it, got my assed kick a few times, and enjoyed it so much, I stopped by for round 2 for an additional serving.  Addicting is an understatement.

Outside of that, the Collapsus dev team, Wraith Games, is also pretty cool group, and during the second day of the expo, I got to chat with the founder of the company for quite some time and their story is a testament to the power of perseverance.  They have 2 other projects in the pipeline that I myself did not get a chance to play, Physix and Jet Pack Hero, but I’ll be keeping an eye out for them and you should too.  Show some love by visiting them on:

Wraith Games Website

Twitter

Facebook

 

 

 

OGDE 2015 Highlights: About To Boom (Hand Cannon Games)

OGDE 2015

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This past weekend, I had the pleasure of attending the Ohio Game Developer’s Conference in Columbus, Ohio, and although I was “working”, don’t feel too bad for me.  My “work” , consisted of playing game demos coming out of the indie game dev scene in Ohio.  The variety of games being developed ranged from RPG/Card hybrids to puzzle based games, and all this week, I’ll be writing about my favorite games played during the conference.  So be sure to check out these upcoming games and show some love to their developers.

AboutToBoom

About To Boom (Hand Cannon Games)

First up is the multi-player shooter “About To Boom” from Hand Cannon games.  The concept is simple.   Defend the sun against all enemies.  This at first seems simple as you are armed with 3 types of weapons, and with up to 3 other people joining you, you feel like you have everything under control.  Slowly but surely though, the screen begins to be flooded with enemies until the inevitable happens…the sun explodes.

However, make no mistake.  There is no stopping the invasion, there is only hanging on as long as possible in order to get the highest score possible.  What is most memorable about this game is those “O #$%#!” moments when you realize how massive the enemy force has become.  With the massive wave of enemies, the unique variety of attacks, and your fellow teammates, the action on screen gets tense quickly.

 

What’s also cool is where the dev team plans to take things.  On the demo itself, there were only a few weapons active, but many more weapons are being planned for the final version, including weapon customization options.

Be sure to vote for them on Steam Greenlight and check them out at the links below for more info.

Hand Cannon Games Website

Twitter

Steam Greenlight

 

 

 

PGH Meetup Game Jam

This weekend, I had the pleasure of participating in a local game jam held at the soon-to-be-open space, Looking For Group PGH. Even before walking into the space, I knew something special was brewing as a group of neighborhood kids huddled outside the space looking to get a glimpse of what was going on inside.   As they saw me walk in to the space, one of them said “You are so lucky that you get to go in there!”. They were absolutely right.

Location

The setup is a unique twist on a growing trend. Half of the space is a dedicated co-working area complete with a few tables, comfortable chairs, and other office amenities. However, what makes this place truly special is its dedicated gaming space. Each side of the gaming area is flanked with rows of gaming computers while the middle of the room hosts various flat screens hooked up to the latest console systems. Furthermore, newly arrived sofas and some slick-looking chairs are provided for furniture. It’s an incredible space. As we jammed throughout the weekend, you could see various people having a great time lounging on the sofas and playing Mario Maker on the flat screen.

 LFG1

The Jam

Compared to the Global Game Jam, which I attended earlier this year, this game jam was much smaller (comprising about 10 or so people), but much more intimate.  It was started casually when one of the Meetup PGH Game Makers members proposed the idea of a game jam.  The owner of the space replied back offering up use of the space and just like that….it was on. It was a great group of guys from the Meetup PGH Game Makers group that were all on the same page about one thing, we just wanted to make a game. Being the only music/sound person in the room, I had the pleasure of actually being a part of both projects that were made that weekend.

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The Games

The theme of the weekend was KISS…Keep It Simple Stupid which was a great theme considering that we had only 48hrs to produce a game. One project was a fighting game with a twist. Simple button presses delivered special moves. For example, pressing X on the controller delivered a laser eye beam (a la Cyclops). However, button mashing or doing complex combinations resulted in a simple punch or kick. The intent was to flip the fighting genre on its head as it rewarded the player for simplicity over complexity.

The other game was a space game where you had to maneuver through rings in outer space while avoiding objects and the pull of gravity from nearby planets. The star of this game was a stalker asteroid that would follow your ship if you got too close to it.

The Verdict

All in all, the event was fantastic and brought together people from a variety of disciplines. In the end, everyone got together to make the games happen. Even though the place was still be worked on, we were all more than comfortable in the space. Furthermore, situated within walking distance from the space were a few restaurants such as Las Palmas and Pita Land. Perhaps the most inspiring and unique part about the space is that it is much more dedicated to the culture of game development as opposed to just playing games. Talking with the owners, the plan is not only to offer a space for gaming, but to do classes on how to make games, setup LAN servers, and much more.   You get the sense that this place is looking to be a real home to Pittsburgh’s development community and a breeding ground for the next generation of indie developers. Awesome.

For all Pittsburgh game devs, be sure to check out the PGH Game Makers group.  And definitely check out Looking For Group PGH and support their Kickstarter campaign. I know this will become an icon in the Pittsburgh Dev scene, as well as becoming my second home! I’ve found my group!

Frank

Working With Game Composers Part 2

In our post last week, we discussed some of difficulties in communication that can arise between a game composer and the dev team.  We also talked about the importance of defining the purpose for music used in your game.  This week, we will talk about the remaining elements that will allow you to get the best work from your composer, namely:  Emotions and Feel.

Emotions

Since music is the language of emotion, it is much more natural to communicate about music by speaking about the emotions to evoke than it is to speak in terms of genre (although as we will see later, genre has it’s place).  Emotion will convey to your gamer what they should feel as they are watching your cutscene or playing your level.  Much like purpose, there are many options for the choice of emotion and often, a certain musical cue may call for a mixture of emotions.  For example, motivation, determination, fear, mystery, are all emotions that a certain game may include.  However, your game level may call for a mixture of emotions such as determination mixed with fear or fear mixed with hope in order for the musical cue to truly convey what the player should experience emotionally.  Emotions are the wireframe, the base, and the foundation on which you want to build your music around.  Get it right, and the player will care about the hero of the game, cry when a side character is killed, and yell out loud when they pick up the joystick when they go to battle.  Get it wrong, and they will be unengaged.

Mental State/Mood

Sometimes, evoking an emotion may not be necessary.  For example, for a puzzle game, you may not need your gamer to be charged up.  However, there may be a mental state that you want to induce.  Using the example of the puzzle game, you may want to induce a state of focus in the gamer as they concentrate on solving the puzzle.  Other times, it may be specific mood such as tranquility or serenity.  In either scenario, you need to designate what emotion, mental state, or mood you want to induce in your player so that the music can fill it’s role.

Feel

If emotion/mental state/mood are the foundation on which to describe your music, the feel are all of the other levels, finishings, and outer trappings that sit on top of the foundation.  To clarify, when we mean feel, we mean the aspects of music that correspond to a time, location, or genre.  For example, a song with Japanese “feel” can have many different emotions, but there are certain sonic elements that would give it a “Japanese” feel such as the instrumentation or the scales used.  While the emotional elements of a song communicates how one should feel emotionally, the “feel” of a song conveys a certain time or place.  For example, the feel of calypso can take someone mentally to an island or beach.  Feel becomes important to game audio because if the feel of your audio doesn’t match the visual aesthetics of your game, the sound and graphics will be out of sync (which can be an effect in its own right but is beyond today’s blog post).

 

Knowing both emotion and feel makes it much easier to communicate with your composer and to decide on what you want.  They become two variables that your composer can experiment with to compose tracks for your game.  They also also become your toolkit for assessing what your composers provides you.  For example, let’s say your song comes back and the feel fits your visuals perfectly but it’s missing the mark emotionally.  Maybe it’s the wrong emotion, or rather the emotion is not incorrect, but needs another emotion mixed into it to make it really move the gamer. In either case, you now have an easier time communicating with he composer to get exactly what you want.

 

Purpose, emotions, and feel are the keys to communicating clearly with your composer.  By keeping these 3 elements in mind, you get to the heart of what your music is supposed to do and make it crystal clear what you are looking for from your composer.

Working With Game Composers

The Challenge

There’s already enough challenges in your day.  Meeting deadlines, monitoring budgets, and dealing with the countless emergencies that arrive during development all are challenging in their own right.  However, another fundamental challenge in development is communicating.  Communicating with someone that has the same role as you or background is is one thing, but communicating with someone from a totally different discipline, each with its own vernacular (Programming, Art, Marketing), is another challenge in itself.  We’re going to discuss probably one of the most challenging conversations that a game producer/developer will have, and that’s with a composer. We’ll address the inherent difficulty in the dialogue between a game development team and a composer, but more importantly, we’ll also talk about how to overcome this gap.  By the end of the article, you’ll be well on your way to getting the best fitting music from your game when working with your composer.

Why Talking To A Composer Can Be Difficult

Music, much like programming, is a language in itself with its own notation and vernacular.  Although the notation of music may only be known by those with musical training, music itself is a universal language that conveys emotion.  Regardless of background or musical training, a melancholy piece composed in Berlin will be perceived as a melancholy piece by an African audience.  Despite this universality however, there exists a large amount of subjectivity with music that doesn’t exist in programming.  Whether a song is good or bad is subjective.  Even the attributes used to describe a song can be quite broad.  Take “reggae” for example.  It may sound simple to request a “reggae” song for your track, but do you mean Bob Marley? Sublime?  Shabba Ranks?  Technically, using reggae to describe all these genres is correct in a sense, but where does that get us in terms of actual sound since each of these artists sounds unique in their own right.  However, there is hope…

Purpose

Before even thinking about music for your game, throw out any of your music-genre centric language such as orchestral or rock and challenge yourself to describe music in terms that we’ll mention below.  In fact, before thinking about music, first consider the purpose of music in your game.  Why do you want or need music in your game?  What is the function of the musical piece?  This is not a philosophical question, but rather a very practical one.  In fact, you should be asking this for every instance that you plan to have music:  the menu screen, the various levels, cutscenes, and stingers.  Asking these questions forces you to think of music as another gameplay element in your game, which it is.  A few examples are the following:

Narrative Support:  Your game is plot driven and your game needs music to emotionally tie your gamer to the events occurring in the game (the plot).

Thematic:  You want music to represent certain heroes, villains, or side characters in your game.

Mood Setting:  Your game needs something to help induce a mental state or mood.  Perhaps it’s a puzzle game where you want the music to help the player to concentrate.  Perhaps it’s a fighting game where you want the player to be amped up. Perhaps you are just setting the tone for the game at the menu screen.

Game State:  Your game switches between game modes such as exploration and action and you need the music to communicate this switch to the player.

Reward/Punishment:  Something good has happened to the player (such as victory music), or something bad has happened (they lost).  This is typically done via use of short musical compositions known as stingers.

One of our demo games on this site, Breakout, is a rendition of the classic block smashing arcade game of the same name.  Before we opened up our musical tools to develop music for this fairly simple game, we asked ourselves, what is the purpose of music for this game. We decided music would serve two roles.  First, it was to set the mood throughout gameplay.  Secondly, it was to reward/punish play depending on whether they won or lost the game.

Stay tuned next week as we talk about the remaining pieces of the puzzle: emotion and aesthetics.

 

Enhancing Your Game’s Replay Value Through Audio

Replay Value

Replay value…it’s that magical characteristic sought after by game developers that keeps gamers playing, even after they’ve completed a game before.  Non-linear storylines, secret costumes, and unlock able content are all staple ways of adding to replay value.  However, one aspect that many developers overlook in regards to lengthening a game’s lifespan is audio….yes, we said it…AUDIO.   Audio won’t entice players to play longer in the same manner of secret costumes and unlock able content, but done correctly, audio can support other game elements to enhance replay value numerous hours after the first playthrough.  However, done incorrectly, bad audio will prevent players from playing longer since at it’s worst, bad audio can quickly annoy players. Let’s looks at a few ways that you can enhance replay value through audio.

 

Sound Variations

Think about a sound that occurs frequently in your game, possibly a footstep sound or a weapon sound.  Now consider how long a gamer will potentially be hearing this sound.  Hearing this exact same sound over and over again when a  certain action is triggered is a sure fire way to annoy your gamer, and the main culprit of this is caused by using one audio sample per action.  Furthermore, having the same sound triggered is unrealistic and unrepresentative of how sound works in the real world and your gamers will pick up on this.  One technique to remedy these static sounds is to use sample variations that give the sound more variety, sounds more natural, and will not annoy the player.  Another nice touch is to add is subtle random pitch adjustments each time the action occurs.  This, combined with varying samples will result in a more dynamic sound that will sound subtly different each time it’s heard.  After hours of hearing the sound being triggered, your gamers will thank you.

 

Interactive Music

In the same vein that hearing the same audio over and over again can be frustrating, hearing a static music loop over and over again is another sure way to annoy a gamer; especially if a level is played for long periods.  Fortunately, games have a unique advantage versus tv and film, and that is interactive audio.  Interactive music not only enhances the experience (which is another subject in itself), but can extend the replay value of your game tremendously through enhancing other elements.  For example, suppose a game level can be played in multiple ways:  stealthily with a knife or a guns-blazing way with a shotgun.  Now suppose that depending on which weapon you use, the music responds.  With the knife, the music is rather ambient, putting the gamer in stealth mode.  With the shotgun however, war drums, brass, and strings are added.  Each way the gamer plays the game, the music adapts, making it not only a new gameplay experience, but a new audio and emotional experience since the music reflects how the gamer plays the game.

 

Replay value is a sought after element of many games, but do not overlook the role that audio has in enhancing the replay experience.  At best, it enhances the replay value and at worst, it can negatively impact replay value.  With a few subtle touches to a game, audio can greatly contribute to your game lasting longer.