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Berklee Presentation on Video Games
Sound Design for Composers by
Call Number: DVD 4275
Publication Date: 2010
Berklee film scoring faculty Michael Sweet and Music Synthesis chair Kurt Biederwolf gvve an outstanding forum on sound design tips. Michael (who has had music featured in the Xbox logo startup, and multiple award winning video games) discusses sound design functioning in a similar manner to the music score. He shows video clips from Apocalypse Now, Alien, Lost, The Shining, and video games Bioshock and Hitman as well as showing off the Nanosampler in Digital Performer (a simple, easy-to-use sampler plug-in) run through delays and reverbs. Kurt builds a synth patch from scratch using audio recorded from a rattly, prepared piano sample, run through multiple effects in Peak and Kontakt.
Techniques of video game music by
Call Number: DVD 4454
In this part 3 of 3 forum series, topics covered include: introduction to implementation: what is it?, what does it do?, why do we need implementation?, what is middleware software? ; presentation of various in game situations which require adaptive audio (footage from actual games) ; brief overview of audio "middleware" solutions (Wwise, fmod, etc.) ; focus on Audiokinetic's Wwise engine: bringing audio into the program, linking events to audio and music, trying out the results.
Sound Design for Film and Games by
Call Number: DVD 4276
Publication Date: 2010
Berklee's Film Scoring faculty Michael Sweet presents a forum on sound design for film and games, covering topics from using sounds and ambiences as a story-telling element to adapting an existing effects library sound to make it your own. He shows film clips from classics such as the Godfather, Apocalypse Now, Alien and Blade Runner to television heavyweight Lost, and cutting edge films Seven and Fight Club. He draws upon sound design artists such as Walter Murch and Randy Thom while examining sound design in games such as the Bioshock series and Fable.