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August 8, 2014 57 mins
We received an inquiry from a fan and it inspired us to discuss how to use music and sounds in video games. Brian and Ike tackle this topic with great detail using some of their personal experiences. So, enjoy! Today's Developer Diary Ike's watching movies and Brian talks about his experience at E3. This was much different than PAX which was all consumers, so you're audience and players and you can see that they really are interested in what you're doing. But the main difference at E3 is it's more of everyone sizing each other up, more of a competition. It's basically media and industry professionals at E3. The fact that the game is made by just a two person team is getting some attention. The One Room Schoolhouse had been busy and getting pretty close to launching another education game this year and doing some contract work as well. He does contract work during the day and at night works on his own stuff just to have enough fuel to get through the day. Game development involves a lot of momentum. We just want to thank you because we've received a bunch of great reviews on iTunes! "Keep on killing it guys! It's like Christmas opening up my podcast app and seeing a new episode." Thanks so much! It means a lot that we're resonating and hope to live up to your praise. Sound and Music In Video Games Many of you may not know this, but music is Brian's first love. Before he was an artist, programmer and video game developer he played the guitar and music is in his blood. He's currently playing in a band too!  Brian's love of music certainly shows in his games and trailers as he uses it as a centerpiece. In the film industry they say score, but in the video game industry it can be broken up into two sides: Sound Effects:  Put onto a jump, a bullet shooting, button sounds in your UI - those are usually a one off, you just play this and it plays a sound file and of coarse there's some tricks to the trade Soundtrack: You can do a lot with it like have different soundtracks for different levels like classic Super Mario Bros. or blend from one soundtrack to another like Journey did and make it very composed. Music and Soundtracks in the Mobile Market When people play games on their mobile devices, there is more of a tendency to play covertly and the player might not want a ton of sound and music. So how much effort do you put into your sound on a mobile game if a lot people are playing it silently? Keep in mind people can play with headphones on and there is something to the sound. It would be a huge mistake to not give your sound the attention it deserves. Obviously you wouldn't give it as much attention as art because that's visual and how you get your foot in the door. So, you'll want to get your art style down first and then make sure your sound can support it. Ike remembered the game EverQuest and how the game had a sound when you leveled up that was the most satisfying sound on the planet. Never forget how impactful sound can be. It can do so much for your production and if you put the effort into it, it will just pay off ten fold.  Putting Sound in Your Game It's really part of the basic core feedback to the player. If you think about a game mechanic, there's three things to think about as far as your core gameplay mechanics: A visual of the gameplay - show the actual mechanic There's a sound to go with it - put a sound to it A visual component in the UI - somehow draw attention to it in the UI as well Brian shares his experience when he worked at High Voltage Software with the lead audio guy. He said after the game was prototyped and they're ready to start putting sound in, he would look for anything that looks like it would add some sort of a sound like if something moves would be the first thing he would look for. If it moves, does it make a sound, then let's get a sound in there for it. So, if in doubt put a sound in there for it.
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