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Blogs

Brian Schmidt's Blog   Expert Blogs

Brian Schmidt is a 25-year game audio veteran and an independent Game Audio Consultant, Composer and Sound Designer at Brian Schmidt Studios, LLC.  He is also the founder and Executive Director ofGameSoundCon.  Brian sits on the GDC Advisory Board and is President of the Game Audio Network Guild.  He also founded EarGames, a new game company writing unique "video" games that rely on sound rather than visuals for gameplay.

Expert Blogs

Making Ear Monsters: Developing a 3D Audio Game  Featured Blogs
Posted by Brian Schmidt on Mon, 17 Jun 2013 04:50:00 EDT in Indie, Smartphone/Tablet, Design, Audio, Programming
Sound has always been an important component of videogames. But what happens when you turn that on its head and design a game where sound is the main driver of gameplay?
Read More... | 4 Comments

The fight to open up the Grammy Awards to the game biz  Featured Blogs
Posted by Brian Schmidt on Fri, 08 Feb 2013 07:44:00 EST in Audio
Austin Wintory's Game Soundtrack for Journey may become the first videogame soundtrack to win a Grammy at this weekend's Grammy Awards.
Read More... | 6 Comments

Marching, Music and Money: Performance Rights and Videogames  Featured Blogs
Posted by Brian Schmidt on Mon, 08 Oct 2012 08:14:00 EDT in Business/Marketing
Game Industry veteran Brian Schmidt discusses how as a game developer or publisher a better understanding of music performance rights can put more money in everyone's pocket. This is the first in a series on Music Rights and the game industry.
Read More... | 1 Comments

Designing the Boot Sound for the Original Xbox  Featured Blogs
Posted by Brian Schmidt on Thu, 17 Nov 2011 09:08:00 EST in Audio, Console/PC
Designing the Boot Sound for the Original Xbox required going 'old-school' and the use of sequenced, real-time generated sound. This blog post describes some of the challenges of creating the sound and the design process itself.
Read More... | 14 Comments

   

Brian Schmidt's Comments

Comment In: Making Ear Monsters: Developing a 3D Audio Game [Blog - 06/17/2013 - 04:50]

Thanks -- I hadn 't ...

Thanks -- I hadn 't thought about E0 in ages I do remember when it came out on the Saturn, though I didn 't know there was a Windows version made. Strangely enough, even though the aliens were invisible, they didn 't use the 3D sound capability--which was actually built-in ...

Comment In: The fight to open up the Grammy Awards to the game biz [Blog - 02/08/2013 - 07:44]

Just in--- r nUnfortunately, the ...

Just in--- r nUnfortunately, the Grammy for Best Score Soundtrack for Visual Media went to Trent Reznor/Atticus Ross for the score for the film, The Girl with the Dragon Tattoo r n r nBut congratulations to Austin, for his trailblazing nomination.

Comment In: RIP Xbox Live Indie Games [Blog - 10/25/2012 - 02:05]

I played that to death ...

I played that to death on my old 128k Mac. non-stop.

Comment In: How to Hire an Audio Contractor for your Game [Blog - 09/28/2012 - 09:00]

Very nice article-- However, I ...

Very nice article-- However, I would differ on at least one point. r nYou say: r n First and foremost, play through the entirety of your game and create an Audio Asset list. r n r nIf you have waited until you can play through the entirety of your game ...

Comment In: Audio Veteran Brian Schmidt Calls For More 'Realistic' Use Of In-Game Sound [News - 08/12/2011 - 05:41]

Totally agree that realism isn't ...

Totally agree that realism isn't what people want or what sells units... Hollywood as well as games have always exaggerated audio, whether it was making explosions unnatually large or punches and whooshes bizzarely loud and pronounced.. Great comments all around, but ironically I actually wasn't referring to sound itself in ...

Comment In: Opinion: Putting The Audio Back In Audio Programmer [News - 06/15/2011 - 05:00]

Physically modelling sound turns out ...

Physically modelling sound turns out to be quite difficult. One of the things that makes sounds rich and exciting is all the nuance and imperfections in real-world objects. Even quite complicated physical models are still massively simplified, and as a result generate sounds which while passable, aren't all that great. ...

[More Brian Schmidt Comments]   

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