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December 12, 2018
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Dale Crowley's Blog   Expert Blogs

 

Dale is a veteran of the video game industry with over 22 years experience in all aspects of video game production. When not playing games, Dale is designing them. He loves finding ways to improve games with adaptive music, game audio middleware, and coming up with creative solutions to difficult problems. 

He currently has three roles - Creative Director at Somatone Interactive, Director of US Business Development at Elias Software, and Managing Editor of Designing Music NOW.

As Creative Director at Somatone, he collaborates with sound designers, and composers while integrating audio solutions including Elias, FMOD, WWISE and Fabric. Somatone is the #1 provider of audio services and technical integration in video games, and their clients include JamCity, Warner Brothers, Gree, Kongregate, Super Evil Megacorp and Pocket Gems, and many others. Somatone has become a world leader in providing 3D positional audio for VR, MR and AR for home, mobile and location based entertainment.

As Director of US Business Development at Elias Software - the groundbreaking adaptive music solution for games - he is responsible for building strategic relationships with game publishers, middleware companies and other technology partners. 

As Managing Editor of Designing Music NOW, which is a not for profit venture, he has an opportunity to give back to the game audio community by writing and publishing articles about the newest advances and innovations in composing music for video games.

Prior to focusing on game audio, Dale developed video games for Disney, Sony, THQ, Electronic Arts, ESPN, FOX Sports and Mattel to name a few. During that time, Dale was a pioneer of mobile games, having developed the very first mobile versions of Bejeweled, Civilization and Tetris.

Dale has traveled the world gathering influences of music from China, South East Asia, and Europe. On those travels, he lived as a Zen Buddhist Monk in China for several years.

 

Expert Blogs

Posted by Dale Crowley on Mon, 12 Nov 2018 10:49:00 EST in Audio
Adaptive music has come a long way in the past several years with custom middleware solutions like Elias. This article provides a step by step guide to re-creating an adaptive music project in Elias Studio.


Posted by Dale Crowley on Tue, 05 Jan 2016 12:29:00 EST in Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Here is Part 3 of the presentation that I gave at the recent GameSoundCon in LA in November. In Part 2, I discussed an experiment to compare the functionality of three of the most popular middleware solutions for adaptive music: Elias, FMOD and WWISE.


Posted by Dale Crowley on Tue, 24 Nov 2015 06:26:00 EST in Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Here is Part 2 of the presentation that I gave at the recent GameSoundCon in LA a few weeks back. In this part I introduce the experiment I performed to compare the functionality of three of the most popular middleware solutions for adaptive music.


Posted by Dale Crowley on Tue, 17 Nov 2015 01:12:00 EST in Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
For those of you who were not able to attend GameSoundCon in LA this year, I wanted to share my presentation on "The Technical Composer" with you. This is Part 1. I discuss The Technical Composer, and compare Elias, WWISE and FMOD for adaptive music.


Adaptive music is discussed through a real world integration example of Elias and the VR game Stampede. I demonstrate how simple it is to integrate with Unity, discuss the performance and memory usage (only .2-.3% CPU and .2 MB of audio memory typically.)


Composing adaptive music for games is complex and requires advanced skill and techniques. Developers now have new technology to help with the process, and Elias was created by composers for composers. It is easy to learn, but takes time to master



Dale Crowley's Comments

Comment In: [Blog - 07/24/2015 - 06:24]

By extension, perhaps all life ...

By extension, perhaps all life is aleatoric. If we open our ears and really listen instead of perpetually distracting ourselves then even a walk down the street, especially a busy city street like I experienced over the weekend in San Francisco, can be a musical experience. Not a composed experience ...

Comment In: [Blog - 06/09/2015 - 01:20]

Great article Thanks for your ...

Great article Thanks for your time and I really appreciate it

Comment In: [Blog - 05/28/2015 - 01:32]

Dear Tim, r n r ...

Dear Tim, r n r nThat is a great question Sorry for the slow reply but I have been having difficulty replying on the site for several days due to technical issues. I had to create this alternate account in order to reply. r n r nI have both a ...