Project Showcase: Games Academy Manager

The "Games Academy Manager" is a single player management simulation where you slip in the role of the manager of a gaming school. It has a sweet sense of humor as it deals with typical game students and the everlasting struggle with reputation/financing and equipment quality.


This time I decided to work together with another composer, as this project was developed parallel to "Spencer". I luckily chose the wonderful Jesse Bravermann who did an amazing job with the main music - I could listen to it for hours over and over again. Later I wrote the music and stingers for the action events and the tutorial fitting to his tracks.

The team consisted of: Ralf Kessler (Production / Product Owner), Christopher Willmann  (Production / Scrum Master),  Dennis Schiefer (Game Design / Vision Keeper), Robert Lücke (Social Media), Mike Pegelow (Lead Artist / Character Art / Animation), Patrick Kazmierczak (Interface Art), Mike Nielsen (Lead Programming), René Schmidt (Event- / SFX-Programming), Sven Giebelmann (Schedule Programming), me (Additional Music / Sound) and Jesse Bravermann (Music)

Band-Production-Workshop: Faux Motown


During our Masters Program our Sound class together with Stephan Koethe (our Recording and Mixing teacher) organized a collaborative workshop on "band production" together with the Jazz-Institute Berlin. The topic of the workshop was how to combine a retro sound with modern production techniques. The plan was to record songs written in the style of motown mixed with modern pop with a technical mixture of modern and retro elements.

I had the chance to contribute a piece I wrote especially for this workshop called "Where did our days go" in the style of The Surpremes and helped organizing the musicians. Lajos, a fellow student, also contributed a piece which was called "Warming my heart" in the style of Otis Redding.

If you want to listen to my song, you can do it on soundcloud while reading further:
The song is about breaking up and thinking of the good times, not willing to accept it is over - as topics like that were typical during the motown era. I wrote the lyrics together with Zoe Mercury, a close friend of mine. 

The recording took place in the Georg-Neumann hall of the Jazz-Institute and we had a huge team to get the recordings done in 3 days.


Our musical line-up was:

Band:
Vocals - the wonderful Katharina Grischkowski
Bass - Kalle Enkelmann
Drums - Friedemann Pruß
Keys - Joschka Osske 
Guitar - Daniil Zverkhanovsky 

Brass:
Tenor Sax - Fabia Mantwill
Baritone Sax - Constance Tschatschanidse
Trumpet - Justus Haupt
Trombone - Anne Dau

Everyone of them did an awesome job and we are really grateful and happy with the result!

Gert supervising the rehearsal (upper Photo),
the technical crew setting up the mics (Photo in the middle)
and Stephan adjusting the desk during the recording (lower Photo)

The recordings were technically done collaboratively and everyone in the engineer crew did his best:

Pro Tools Operator - Vensan Mazmanian
Head Engineer (Console) - Julius Middendorff
Head Engineer and Orga - Stephan Köthe
Producer/Composer - Lajos Wienkamp
Producer/Composer - Marie Havemann
Technician/Producer - Randolf Ehret
Technician/Producer - Christoph Kozic
Technician - Christoph Dela Chevallerie
Studio Engineer - Christoph Undisz
Studio Manager - Gert Müller

Gert also did an awesome job helping us with the Brass Arrangement!

After the recording was finished and some time passed by, I edited and mixed the song at home (in the box) with as much retro suitable plug-ins as possible. 

A huge thank you to everyone that has been involved in doing this workshop! It has been such an awesome experience to work with such skilled musicians and engineers for days on a song that I wrote. Thank you!

Lovely person and great singer Katharina


And special thanks to dearest Katharina for her amazing vocals and all the support as a friend. You made this workshop a real highlight of the year <3 !

Project Showcase: Emergency 5 - Finally in stores!

Emergency 5 is finally released!

It is a simulation game developed by Promotion Software GmbH and published by Deep Silver. I had the chance to join the team as the Sound and Music Supervisor during the last 4 months of the development process. It was an interesting experience to work there and with dynamedion, who created the music and sounds and ANAKAN, who produced the voice files.


In EMERGENCY 5 you partake charge of thrilling rescue missions on three gigantic and detailed maps. Build a variety of vehicles, recruit specialists to your team and make sure that everyone is at the right place at the right time. 


If you ever dreamed of being chief of operations, either for the fire department, the police or paramedics, you have come to the right place. Your strategy will determine whether your brave men and women can end the raging chaos.

The position of the Sound and Music Supervisor is not a familiar term for most people working on games here in Germany and on bigger projects (AAA) it would also not fit the department and position structure of games. But in this special case, it describes best what my job in this particular project was, as I entered at a late stage of the project when the game design had already made some decisions on the functionality of the music and the sounds. So I had to elaborate on those decisions and complete and sometimes rework them, get all the audio that was needed, provide the processed data and check that it is implemented correctly - concerning music, sounds, cutscene stems and also all the voice files. It was a pleasure to work with dynamedion "from the other side", as I usually work as a composer and sound designer too.

I hope you like the game, I actually had fun testing it during the development process!

Soundtrack Cologne #11 - Game Music Panel and Masterclass by Borislav Slavov and Helge Borgarts - 2014

The past days at Soundtrack Cologne 11 have simply been a blast. I am still mind-blown by all the famous but also kind-hearted composers I met there and all the interesting panels about composing for film and games I had the chance to attend.

Garry Schyman and me right after his talk

In the unlikely event that you have never heard of it: The Sountrack Cologne is a congress for composers that takes place annually with 3 days of workshops and panels about game and film music.

Game music panel (Day #1)


The first day was filled with game music related speeches and discussions, starting with Garry Schyman who composed the music of "Bioshock" 1, 2 and Infinite, "Destroy all humans" and "Dante's Inferno". All talks were hosted by Helge Borgarts, Composer of "Jade Rousseau – The Final Revelations" and CEO of phenomedia publishing who did a great job always asking interesting questions about the projects, different approaches, trends and the games industry in general. Garry answered a lot of questions especially on the Bioshock Series and told the audience about the process of finding the musical style and for the game, how they differed from Bioshock 1 to 2 and how the approach and workflow changed when working on Bioshock: Infinite. He also spoke about how deadlines help even him to get things done, how he got the job for his first game score and why developers choose him. And he also talked a bit about his methods and tools. It was really interesting and also an honor to meet him and get the chance to ask him questions on his work, as I played and loved all of these games, especially the Bioshock series.

Garry Schyman and Helge Borgarts during their talk

The talk was followed by a workshop by Olivier Derivière, the composer of "Remember me", "Alone in the Dark" and "Assassins Creed 4: Freedom Cry" who, as a gamer, has a clearly different approach on how to conceptualize interactive and smooth music games. He also showed his Wwise Session for "Remember me" so the audience could see (and partly understand, if familiar with Wwise) how skillfully and detailed he crafted the interactive music for the game. Having an insight in his session actually answered some questions about adaptive music that I had in mind before and it was really impressive how smoothly the music played synchronous to the changing situations/parameters/perspectives in the game. He underlined the importance of really understanding the game you are scoring for and developing a style and music design that grows completely out of the game itself - without using references/temp tracks. That was impressive and encourages to also fight for new ways instead of using techniques and ways that are "safe" because they have been used a lot before.

Helge and Olivier Derivière talking before his Wwise presentation

The last speech of that day was given by Inon Zur, the composer of the "Star Trek" Game Series, "Prince of Persia" and amongst others "Fantasia: Music Evolved", who also had a completely different approach than Garry or Olivier. It is difficult to summarize all the hope and energy he emanated to the audience when he emphasized on how important it is to find his own voice as a composer and to find the duality in it. Therefore he showed some of the pieces he created for his projects only using a zoom recorder and the results were simply amazing. His speech was inspiring and fueled surely not only my courage as a young composer. Besides that he also talked about contracts and precise prices for building a budget for a live orchestra including engineers, editors and even travel costs and the importance of having a financial buffer when recording with an orchestra.

Inon Zur during his presentation about budgets and after his motivational speech

After the speeches there was a last discussion panel with all of the referees, Helge and Borislav Slavov, the composer of the "Crysis" Series and "Ryse: Son of Rome". As all of them have talked about their different approaches and shown, how diverse they are, having a discussion with all of them created an interesting variety of points of view. At this point a huge thank-you and thumbs up to Helge and the Organizers of Soundtrack Cologne for doing such a great job choosing and inviting them!

Garry, Helge, Olivier, Borislav and Inon after their discussion on game music

Masterclass: Adaptive Game Music (Day #2)


On the second day Helge and Bobby hosted a Masterclass on adaptive game music, and I owe my greatest thanks to Helge, that I got the chance to attend the workshop. It was split into a theoretical and a practical part, starting with the basics of adaptive music. Even for those people already used to those concepts, as I wrote my bachelor thesis on game music, there was a lot of useful side information and advice given by Bobby. He gave an overview on which points adaptive music can connect to the game, how silence can be a composers best friend and stressed the importance of writing meaningful music in the first place and making it work within the game in the second step. Then he gave some advice on Layering and what matters when working with this approach and showed some examples of the music for Crysis. It was really helpful to get some advice from an experienced composer for working with those approaches in practical projects, as understanding the principles does not prevent one from having problem when actually writing and implementing on real games. He also elaborated on transitions and tricks when implementing. In the practical part he and Helge gave feedback on the music submissions written/produced by the participants, what not only brought out some further advice on composing methods but also tips on production tools.

The Masterclass had a really open and familiar atmosphere -
I missed my chance to make a better photo than this one, when Helge said goodbye.

At the end of the workshop there was an assignment to all the participants with a task that has to be done within 4 weeks after the Masterclass. It is about creating a Wwise project for an interactive music design. When I am done with the assignment I will also post it here.

Bobby is an open-minded and kind-hearted person that always offers his help to his students. I've actually never met someone like that before, so if you have the chance to meet him someday - don't miss it!

There were some really interesting talks about film composition parallel to the game music masterclass that some collegues attended, like the talk of John Ottman, Jean-Michel Bernard or Matthias Weber that must have been awesome too, as they told me. I just managed to watch the second talk with John Ottman after the Masterclass, which was not a workshop but still interesting to hear what he recommends young composers - what actually fueled the discussion about the decreasing fees for composers in Hollywood.

Music Politics (Day #3)


The last day was also loaded with different workshops, some on music composition for TV, others on Sound, but there also was a panel on Music politics, which I attended to update my state of information on royalties and collecting societies. Game music and collecting societies have always been repelling each other and therefore I am not a member of any of them because of my focus on game music. But this won't be the case forever so you need to stay informed and know about what you/I loose with this attitude and how and when this will finally change. There were lawyers of ver.di and GEMA as guests and with Stephan Benn who hosted the talk and answered questions on why the situation is that difficult, what could be possible steps to change it and what the status of creative commons is right now. In the end they tried to find solutions and I am really curious on how that will develop.

Besides the workshops and talks there have also been some parties, of course. On these events attendees had the chance to talk to their icons and get to know other composers and that's what I did and what made the time in cologne even more amazing than it already was. It was a friendly and familiar atmosphere during all the panels and events - that was just amazing. 
Thanks a lot to all of you! And thanks to the organizers for holding such a great event and offering me the opportunity to meet some of the icons of the game music scene.

I am already looking forward to next years Soundtrack Cologne #12 and to see all of you again!

Reddot: Define Game Design Conference 2014

As the second game related conference by reddot, well known for their reddot design awards, this years edition called "Define Game Design" took place on the 23rd October at Café Moskau. Similar to the last year, they had a broad variety of speakers from industry veterans to indies. Last year I was not quite sure about who the addressed audience is and had some questions in my mind, so I was curious how this year will be and how the whole thing developed. On their website, they actually answered that question in the description of this years conference as they say: "The conference is specially designed for all those who want to get closer to the field of communication design and the topic of game design in a modern and literally playful manner. Gamers, designers, marketing experts and others with an interest in the industry will be introduced to the core of game design, getting exciting insights into current topics and familiarising themselves with the latest projects in this all-encompassing and constantly advancing discipline. The objective is to create an interface between agencies, their clients and game designers and to thus provide opportunities for exchanging innovative ideas."
So this time, the audience seemed to be mixed as well, but unfortunately I did not have the chance to attend the whole event this time and therefore could neither talk to many people nor write a review of the speeches. But the sessions that I watched, e.g. the speech of Eric Zimmerman (author of "Rules of Play: Game Design Fundamentals”) and Peter Warman were really interesting and reflected game design from different perspectives in their own special way. Furthermore I luckily had the chance to talk to the organizer Birthe and host Daniel Budiman and ask them a few questions after the event which they kindly answered.

Photo: Matthias Medger - Peter Warman talking about consumers.. and Techno.
The reddot as a design related award has a completely different view on game design than the game developer or consumer perspective that grew over the last decades and as I used to ask myself how that could fit or even be useful - but now I understand this fresh perspective as a chance and I see, how profound they try to find their own evaluation-system for game design, that comprises all aspects that are relevant for games.

A game jam under that topic would have been conceivable too, to combine the science with some applied experiences - especially as there was the monthly Berlin Mini Game Jam two days after the conference, which might have been a good point to start. Maybe that could be the next step for 2015, or they will have other plans - I will stay curious anyways.

Concluding, I may need to add, that I don't know anything about the design industry and about design awards in general and I am not an academic on game design and research either. As a studied audio engineer/composer working for games, who just has been loving games since I was a child I also still have a lack of game analytic skills and I was never taught in game design. Therefore I have a "different" perspective on game design talks than most of the other attendees and I always hope to learn new things and I am always really interested in game design related topics.

GDC Europe 2014 and Respawn Gathering

This year I had the chance to not only visit the GDC Europe and Respawn Gathering but also be part of a film team that interviewed some of the speakers and guests. We had a great time in cologne, heard some interesting sessions and met some inspiring people there.

Le Team

The interviews were made for Aztecfox and are online on his blog and youtube-channel. Take a look at his blog and don't miss the interesting and heart-warming interview with Oscar Clark (Unity).

I have been to quite a few conferences in my life, but I have to say, the quality of the speeches, the presentation and the timing and organization in general of the GDC where by far the best. One of the speeches that impressed me the most was "The Independent AAA Proposition" by Tameem Antoniades (Ninja Theory). It was intriguing to see the industry with their eyes, hear their company history and stories about the difficulties they had - especially as I love some of their games and feel inspired by their attitude when it comes to AAA titles.
Another shorter, but still great speech was "Indie Audio: Outsourcing on a Budget" by Richard Ludlow (Hexany Audio) which was addressed to developers and producers. The speech was compact and touched on all relevant audio subjects during a game production - budgets, concepts, licensing - and I would wish every producer and game designer in the world to watch it. Unfortunately, and typical for every industry when it comes to audio topics, only audio folks attended. I still hope this to get better next year and I still hope for more audio related speeches, as there were in the years before (especially 2011).

Copyright © Dennis Stachel/atmospheria.com for GDC Europe - picture puzzle: where am I? 
In contrast to the GDC, which addresses to the whole games industry, especially AAA developers, the Respawn Gathering has its focus on indie games, is a lot smaller and took a completely different approach on their conference setup. It was one big room with different spawn points and ports with head sets - so the atmosphere was more familiar and you could switch between the speeches even without moving. I could not watch many speeches as most were parallel to the GDC speeches I wanted to watch, but I really enjoyed the atmosphere there and had the possibility to meet a lot of people I knew before and could also get in touch with people I did not know before really easily.

One of the games I created the music and the sounds for was showcased there, it was "Fuck yeah!" an endless podracer that usually has to be played with two Force Feedback Controllers:

Laura, one of the game designers of "Fuck yeah" playing our game

All in all I have to say, I am really looking forward to the next year and both conferences! Oh and of course I also visited the gamescom and saw a little bit of everything. And did I mention that we had our own apartment right in the centre of cologne?

Project Showcase: Wake Up!

In cooperation with the HPI, the Mediadesign Hochschule created a 4D virtual reality horror game named "Wake up" where I had the chance to contribute the Sounds to. It was developed for the Oculus Rift and the Team constructed a special wheelchair-controller to make it feel even more realistic.


In the game the player slips into the role of a patient who is caught in a coma-nightmare and the challenge is to find a way to wake up without getting caught by "the phantom".  Meanwhile there are Turkers that make you really feel the interaction with some game elements and make the experience as close to reality and as horrifying as possible. 

The game was showcased at Gamescom 2014 in hall 10.2 booth F014 and there was an amazing amount of people there to play it.

It also received Special Award Recognition in the category "Games" at the German Multimedia Award. You can read more about this Wheelchair Madness here: http://www.mb21.de/p3825837473_777.html

Aztecfox also testet it and made a short interview with the team, which can be seen here: