

Published in
Music, Independent, Compositions by
Harry Mack
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Comment (5)
Y'know how TMBG had their regular dial-a-song phone thing, and more recently JoCo pulled off the song-a-week thingamajigger?
Well that is sort of what this is like, except it's not hilarious at all (well maybe a tiny bit sometimes), also it's not a publicity gimmick, also it doesn't have an '-a-' in the middle.
So, I guess it's completely different short of that it requires regular creativity and dedication. I've dubbed my endeavor "Just for Fun" and it mostly is, but it's also for exploring new composition styles.
Essentially, I've challenged myself to compose a new song every two weeks. The rules of engagement are as follows:
I have managed to keep at it since January 1st 2010, and I'm working on my 10th at the moment. It's been an awesome exercise for doing some informal personal development while relaxing and thinking a bit outside-the-box.
Is there anyone else out there with a little personal project outside their regular work day? If there is, I'd love to hear what you're working on.
If you want to see the silly stuff I've generated, you can take a listen here.
Published in
TOJam, Independent, Game, Audio by
Harry Mack
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Comment (4)
From what I can see on the forums, Toronto has a fun group of GANG members. It also has, as you may have read in my last post, a burgeoning and active indie game development community.
Probably one of
the most spectacular testaments to the creativity of this community is the annual Toronto Independent Game Development Jam (fondly dubbed TOJam). For those of you in or near the GTA, it's a can't miss.
What is it? Basically it is a public game making event. Local game makers come out for a crazy 3-day, around-the-clock game making binge. Participants have from 3:00pm Friday to 11:00pm Sunday to complete a good, small game.
This year's event brought out 180 jammers, with 25 additional people working remotely. I was one of four audio designers that attended.
It was interesting to see how other local designers approached the trade. We were all very different in our focus. There was one focused only on SFX, a film musician, a techno/hip-hop composer, and I represented the single-stop, full-spectrum game audio design side of things.

Just to give you a taste of what an Audio Designer can expect there, over the three days my work included sounds/music for six different games:
1. Macabre Mystery Game
2. Scrolling Shooter Puzzle Game
3. Psychedelic Deterioration of Your Senses Game
or "The Particle of Infinite Wonder"
4. Redneck Missing Fish in a Barrel Game
5. Hungry Hungry Cats, Nomnomnomnom
6. Film Noir Game
A total of ~15 minutes of music, 40+ SFX and a handful of voice recordings.
As you can see, not only is it a great exercise in speed-audio-design, but it's a chance to work in a wide variety of styles all in one weekend.
Published in
self-promotion, Music, Independent, GDC, GANG, Game, Audio by
Harry Mack
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Comment (1)
This is my first GANG blog, but I’ve been trying my hand at blogging elsewhere for a few years now. I’ll be short on my introduction, but if you’re interested in checking out the blogspace that I use to share news about my games and other career-related things, you can check it out here.
My name is Harry Mack and I love indie game culture. That is not to disparage the bigger, shinier, 3Der mission of the mainstream industry. However, I definitely belong where the hands-on passion, interesting games, and unique industry visionaries are.
I have been in the industry for about ten years, a fifty-fifty split between in-house and out-house (or freelance if that’s too lavatoryesque). I’ve been a pianist for twice that time, with a formal background in music and a little game design education for bonus marks.
This year’s GDC brought me a fun blast from the past. I’d like to take a moment to use it to highlight some of the stepping stones that originally led me into the indie game world.
Those of you in attendance at the GDC this year may have caught a great little panel titled “What you Need to Know About Casual Games 2010 .” Speakers Nick Fortugno and Juan Gril did an excellent job rapidly reviewing some of the innovative and dominant trends in casual game space over the last year.
Just to clarify, from Nick and Juan’s perspective ‘casual’ game really means ‘super-awesome indie’ game. They shared a lot of insight and perspective into experimental design choices, and it was also a source for leads on some new games to try out.
I enjoyed it
so much, that I decided to do some looking back into their presentations at past GDCs. I got quite the surprise when I found out that examples chosen for two of four of the 2009 categories were games that I worked on. Corpse Craft was selected to highlight new themes and mechanics in multiplayer games. To show a trend in the evolution of arcade games they recognized Braid ’s innovation and brilliant level design.
Even if it took place a year ago, it was nice to see these very creative games getting recognition. If you’re interested in checking out the session transcript, it is still posted on Gamasutra.
For me it was a chance to reflect on some of the ex
cellent memories that began my serious love affair with indie games. I mean we flirted before, but those games were the moment where it became really serious. Now that I am completely immersed, I look constantly forward to being one of a sea of participants playing a role in creatively shaping the indie community, both locally and globally.
It would be great to hear from any other game audio designers out there with a similar focus.
Published in
sound design, Music, Independent, GANG, Game, gadgets, Compositions, Audio by
Bryan Jackson
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Comment (2)
...Of diligently trying to purchase EWQL Symphonic Choirs, only to have to put it aside for a more immediate money problem, I finally bought it (and at a price that I can afford)! Thank you NAMM deal! Only half a month in, and this year's already looking up!
~Bryan J
Published in
union, Music, Licensing, Independent, GANG, Game, Compositions, Audio, article by
Dan Reynolds
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Comment (0)
Published in
Music, Independent, Game, Digital Releases, Compositions, CD Releases, Audio by
Josh Whelchel
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Comment (0)
Hey everyone! It's been a busy busy week for me - I've been finishing up the soundtrack to the independent game "The Spirit Engine 2," by Mark Pay. (Check it out at www.thespiritengine.com). I've been working on this project for over four and a half years! (Excuse any following spelling or gramatically errors, I'm flying to NYC in a few hours to celebrate with my girlfriend and have a nice dinner with some great champagne that I've been saving)
I'm just writing to let everyone know that I just FINALLY finished and uploaded my standalone soundtrack CDs, and I wanted to share a bit of my experience.
The soundtrack itself is massive - over 3 hours of music spanning 101 tracks. I bet that you're probably thinking, well, it can't have been very GOOD music to be that long. Perhaps thats the case, but I like to think otherwise (obviously). I put together the CDs in a few weeks time - it turns out that mastering audio CDs is much different than mastering the actual game music, so I really had to do production on everything twice! Now, I'm certainly no guru at this... I am but a student, but I tried my best and put my whole heart into it, and I think it shows.
Back in April I advertised a "Cancer Donation" drive to the indie-scene at Tigsource.com and in other places. The idea was that anyone who donated $5 would receive the full soundtrack to TSE2 for free (as a digital download). Turned out pretty well, I think, because we raised over $825. That may seem small to some of your pros (;D), but for a small community it was astonishing!
Anyway, with the CDs done and everything ready to go I thought the last thing to do would be to put a post up here.
For those curious, you can check out the albums (there is a full album and a shorter "best of" album) here:
www.jwmusic.org
