Blog

The Problem With Being a Composer AND a Programmer

Posted April 7, 2012

I was editing dynamics and articulations in a piece today. One of the things I think about most when working in creative software is usability issues. I’m starting a small collection of notes detailing what I like and don’t like about working with music notation software. Someday soon I’ll write a post about it. In the meantime, here’s some stream–of-consciousness revealing the road this thinking often leads down.

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Game Audio Jams [and FMOD Designer for Unity]

Posted February 26, 2012

Wow, it’s been a while since I’ve posted. I suppose I really didn’t know what to post about before, but now I do! Today I’m writing about what NGAMA (NYU Game Audio and Music Association, updated website coming soon hopefully) did yesterday (that would be Saturday, February 25th 2012): a Game Audio Jam! Read on if you’re intrigued.

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Good book: C++ for Game Programmers

Posted November 26, 2010

Mike Dickheiser’s book, C++ for Game Programmers is great. It covers everything I was curious about in C++ in a way that relates to game programming.
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Crawling back to C++

Posted November 5, 2010

Today I recently started up C++ again. I wanted to implement FMOD in a game that Nocturnal Minds is working on. Read more

XACT Audio Tools Are Ridiculous

Posted July 2, 2010

According to the TorqueX documentation, at least.

The offending section is in the TorqueX Core Reference under the “SoundGroup” class section. Unfortunately you’ll have to just Ctrl-Find it, since the TorqueX Docs site doesn’t have any links to specific classes, unlike the nice Sun and MSDN API pages we’re all used to. Funny that GarageGames judges the ease-of-use of Microsoft’s tools while TGE 1.4 and its (lack of) documentation still haunts their past. Excerpt after the jump.

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The Global Game Jam

Posted January 31, 2010

Edit: The fruits of our efforts can be found here.

It’s the final night before the final day of the global game jam, and I’m alone in my dorm room trying to sort out the adaptive music system for our Deceptive Platformer game, which has yet to be given a name.

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Building an Interactive Portfolio

Posted January 19, 2010

As a student at the 127th AES Convention attending the game audio track lectures, I found the best advice was given by Richard Stevens from Leeds Metropolitan University.

“If you don’t have some sort of game or interactive project in your portfolio, you’re just not trying hard enough.”

This makes perfect sense, and I don’t see why more people don’t do this. It’s all fine and dandy to have your Flash mp3 playlist of your demo reel on your site—potential game developers looking for an audio guy want to know if your music and sound design work is any good with a quick listen. But, how do they know you really know how to make this stuff sound good in an interactive setting?

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Choosing the Technology

Posted November 1, 2009

This would be a pretty lame blog about game audio and game design if I never actually made any games. So today, I decided to start sketching out the structure of a game I’d like to create as a portfolio piece. Before I did anything else I thought, “What do I want to get out of making this game?”. Since I’m not designing to make money, I figured I might as well set some technical and creative goals and analyze the tools available to me for making this game.

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