Game Music Making: Kongregate Collabs to Connect Music Makers with Indie Games

image Speaking of games, you can expect game production to start to attract the attention of musicians and web publishers. Whereas a few short years ago, targeting musicians might mean dangling rock club gigs or album sales, now a lot of those same music makers want to break into gaming, too.

Kongregate is a bit like public access, only on steroids and for games. The idea is this: get indie game makers in one place contributing games, then get lots of people playing those games, then support the system with ad revenue shared with the game makers. The model has grown rapidly, with millions of users and over 15,000 original games.

The newest project from Kongregate looks to connect artistic talent on projects, including musicians, composers, and sound designers wanting to work on game projects. The Collabs section will see artists and sound and music creators uploading their work to find collaborators. Initially, there’s a contest on, with competition for attention, cash, and studio prizes.

http://www.kongregate.com/collabs

The competition aside, this could be the beginning of a successful community for collaboration in the indie Flash gaming world. Assets are often uploaded under a Creative Commons license, and I see one of the top sounds draws on samples from Freesound.org. While career success is an obvious goal, the contributors so far appear to see sharing as a way to get there – in stark contrast to the model in the mainstream, big-business game industry. Quality is, of course, variable, but ask anyone in the game industry how to become successful and the answer is always make as much as you can. Getting work out there, even primitive, can be part of a learning process. So I’m eager to see what transpires as these kinds of communities grow.

There is an invariable comparison to Deviant Art – and you’ll see they’ve already begun to invade.

Oh yeah, and I quite like these glassy tendrils, rendered in Cinema 4D. Image (CC) Chaodeath. Now, make that run real-time. Or, erm, imagine those are virtual renderings of artists … collaborating.

Game Music Inspiration: Amon Tobin and Sony on Infamous

Wired has a great mini-documentary on the score for the videogame Infamous. It’s chock full of sound design ear candy, not only served by the chops of composer Amon Tobin but the team at Sony Music and Sony’s entertainment division, as well. Curiously, Jonathan Mayer, Music Manager at SCEA, says explicitly that he doesn’t want composers writing interactive music. He’d prefer to have them write a conventional score and then adapt it to the interactive engine. Now, of course, around these parts we like the idea of composers finding ways to write genuinely generative and interactive scores. But in this case, Mayer is acting as a kind of remix artist for the game realm, sampling Tobin’s compositions and reconceiving them in the game world. That kind of collaboration could be powerful.

Chuck Doug, SCEA music director, overstates things a bit by claiming this game has a unique aesthetic. The visuals are a burnt-out, post apocalyptic city – yeah, been there quite a few times. The music involves lots of ethnic percussion-y instruments and bowed metal and deep booming sounds. (Let me get this straight: we’ll hear a plucky stringy thing, then a bowedy metally thing, then there will be a big boom!) So, generally, not some radical new departure from game and motion soundtracks. But regardless of its novelty, I’d be an utter killjoy to complain: it sounds utterly gorgeous.

Previously:

I got to listen in on a lot of gems regarding sound design from composer Troels Folmann. He doesn’t just bow metal instruments – he boils them.

GDC: Boiling Waterphones and Other Sonic Inspirations from Composer Troels Folmann

And on the subject of getting composers to write interactively, Matt Ganucheau has been teaching that way:

Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

Scores, the New MP3s? Sheet Music Sales Online for Artists

Could the old tree-based technology and the new silicon-based technology actually coexist – or even help each other flourish? Photo (CC) Steve Wampler.

While talk of notation is in the air, it’s worth noting that sheet music has a chance to make a comeback in the digital age. After all, passive musical consumption seems to have already peaked some time in the now-past 20th Century. The desire for fans to be able to play the music they love is strong as ever, evidenced by the popularity of the Rock Band and Guitar Hero phenomenon. If you really wanted to be optimistic, you could interpret the downturn in recorded music as a positive trend back to live music and personal performance – the very musical trends that had been eclipsed by recording in the first place.

As with digital music downloads, the hope in digital sheet music is, naturally, being able to connect fans with the growing variety of music they might want to play. Brick and mortar stores where you can buy sheet music have already largely gone the way of the dodo. Here in New York, the big victim this spring is the storied classical music supply around the corner from Carnegie Hall: Joseph Patelson Music House has gone online-only. Music recording can count on some sort of transition to new formats; music publishing has to find a way to rise from the ashes of a business that’s had to deal with the invention of the Internet and records.

ingrid

Singer-songwriter Ingrid Michaelson is looking to couple successful online track downloads with on-demand sheet music. Photo courtesy Ingrid Michaelson.

Selling MP3s? Try Sheet Music, Too, Says TuneCore

Last week, the latest announcement on this frontier was a partnership between TuneCore and Musicnotes.com. That brings together two real success stories in this arena. TuneCore is an affordable, flat-fee service that distributes music across different online stores (iTunes, eMusic, Amazon MP3); they’ve worked with everyone from indie artists to Areha Franklin, Beck, Bjork, and Cirque du Soleil (among others). Talk long tail: they release more music per day than any single major does in a year.

Musicnotes is interesting in that their catalog of on-demand online sheet music, topping about 100,000 titles, has been accelerating in sales – even as the economic recession takes its toll on the rest of the industry. They also boast 100,000 daily visitors to their site, thanks in part to partnerships with big-name publishers like Alfred, Faber, Disney, and Universal.

So, how do you bridge downloadable tracks with scores?

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Five Sibelius 5 Notation Tips, for Education and Experimentation with Scores

sibeliustips

Creating digital music is about more than audio. Notation remains an essential way to communicate among musicians. Notation is deep and complex, so there’s plenty to talk about. As a long-time Sibelius user, though I want to discuss some core techniques that I find open up a lot of other possibilities, techniques to which I continually return. I happen to be sharing this at a discussion at the City University of New York Graduate Center today, so the timing seems right.

Teachers and experimental, avant-garde composers have something in common: you often need to convince notation software to behave in a way that’s contrary to the expected norm.

To save you time, notation software generally assumes that all music has bars, and that those bars go from left to right with everything visible. This is especially true in Sibelius, which is able to perform as quickly as it does because everything you see on a score is relative to a position in a bar, rather than being set up arbitrarily as you would in a page layout program.

That works much of the time, but what if you have music that isn’t in a time signature? What if you’re transcribing early music or world music that doesn’t operate in 4/4? What if you’re making a quiz in which you don’t need bars, or want to have a blank space for students to fill in answers?

Updated: Just days after this feature, Sibelius announces Sibelius 6. Relevant to this story, this means at least some of the manual hacks for things like beaming across bars and feathered beams will now be automatic! Neat! I’ll have to do new tips for Sibelius 6 when it arrives.

Technique 1: Staves and Instrument Types

Oddly enough, the answer to all of these questions is basically the same: change the way the staff is displayed. You’ll still need to account for bars behind the scenes, but once you learn how to handle Sibelius’ staff options, this isn’t so difficult. This step is a bit confusing for those of us (hand raised) who have been using Sibelius since 1.0, as Sibelius 5 changed the name of this option from Staff Type Change to Instrument Change. (The latter makes more sense in conventional music, even though the former will make more sense for this tip.) But the technique is basically the same.

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Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

Game Audio: Selected Student Works from Matt Ganucheau on Vimeo.

In the early days of game sound, musical soundtracks were all largely adaptive and interactive, fused with the sound effects of the game and the logic of gameplay. Scores were less Alfred Newman or John Williams, more Spike Jones. Today, game music has the potential to reinvent composition itself, to help us reimagine what makes a musical score as on-screen user action drives musical ideas. But with a few, notable exceptions, most modern titles have opted for big, Hollywood-style soundtracks – and the linear composition that goes with them, as though someone just took a film score CD and hit play.

It’s one thing to talk about that in theory. Better yet: give it a shot yourself. So why not teach game music as its own discipline?

Matt Ganucheau, a composer, sound designer, and interactive developer/artist, is teaching just that, working with students at Expression College in Emeryville, California. The accelerated course works with the elegant Unity game engine and a clone of the legendary Space Invaders arcade game, adding music built in Max/MSP. If Max seems an unlikely choice, its open source cousin Pure Data (Pd) is actually integrated with the game engine for Electronic Arts’ Spore, with music by Brian Eno working with EA’s Kent Jolly and contributor Aaron McLeran. So, this could be the wave of the future. The first problem: figuring out how to actually compose.

The results are astonishing, given that the students were just learning Max and had extremely limited amounts of time. I asked Matt to write up for CDM how the coursework evolved; he shares his process and what he learned as a teacher. We’re also working on open sourcing the coursework content and the patches, which we’ll soon provide both for Pd and Max/MSP. I’m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.

We spoke a bit about this process – and interactive music in general – with Xeni Jardin and Boing Boing in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.

Here’s Matt on the coursework itself:

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