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	<title>Gamesauce: Global Inspiration for Game Developers &#187; Audio</title>
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		<title>Penka Kouneva on Game Audio Enhancing the Narrative Experience, the Interactive Design of Music, and Cinematic Experiences in Games</title>
		<link>http://gamesauce.org/news/2013/04/22/penka-kouneva-on-game-audio-enhancing-the-narrative-experience-the-interactive-design-of-music-and-cinematic-experiences-in-games/</link>
		<comments>http://gamesauce.org/news/2013/04/22/penka-kouneva-on-game-audio-enhancing-the-narrative-experience-the-interactive-design-of-music-and-cinematic-experiences-in-games/#comments</comments>
		<pubDate>Mon, 22 Apr 2013 20:30:19 +0000</pubDate>
		<dc:creator>Nicholas Yanes</dc:creator>
				<category><![CDATA[Audio]]></category>
		<category><![CDATA[Contributions]]></category>
		<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[Bruce Fowler]]></category>
		<category><![CDATA[Enter the Matrix]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[game music]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Gears of War 3]]></category>
		<category><![CDATA[Hans Zimmer]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iOS games]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>
		<category><![CDATA[narrative games]]></category>
		<category><![CDATA[Patrick Williams]]></category>
		<category><![CDATA[Penka Kouneva]]></category>
		<category><![CDATA[Prince of Persia: Forgotten Sands]]></category>
		<category><![CDATA[Steve Jablonsky]]></category>
		<category><![CDATA[Transformers]]></category>
		<category><![CDATA[Transformers: Revenge of the Fallen]]></category>
		<category><![CDATA[Uncharted 2]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=10708</guid>
		<description><![CDATA[Penka Kouneva was born and raised in Sofia, Bulgaria, where she began piano lessons at an early age, and wrote music for children&#8217;s theater as a teenager. In 1990, she arrived in the US to study composition at Duke University on a graduate fellowship. In 1999, she moved to Los Angeles to begin her career...]]></description>
				<content:encoded><![CDATA[<p><em><strong><a href="http://www.linkedin.com/pub/penka-kouneva/2/397/a03">Penka Kouneva</a> was born and raised in Sofia, Bulgaria, where she began piano lessons at an early age, and wrote music for children&#8217;s theater as a teenager. In 1990, she arrived in the US to study composition at Duke University on a graduate fellowship. In 1999, she moved to Los Angeles to begin her career as a composer for film, and eventually expanded into video games. Kouneva has composed on <a href="http://prince-of-persia.us.ubi.com/#/videos/7750">Prince of Persia: Forgotten Sands</a>, <a href="http://transformersgame.com/">Transformers: Revenge of the Fallen</a> and <a href="http://gearsofwar.xbox.com/en-US/AgeGate?source=%252f">Gears of War 3</a> games, and has orchestrated for the Transformers, Pirates of the Caribbean films, on Angels and Demons, and most recently, as a Lead orchestrator on Sony&#8217;s <a href="http://www.itsbetterupthere.com/site/">Elysium</a>. Her game orchestration credits include <a href="http://us.battle.net/wow/en/">World of Warcraft</a>, <a href="http://us.battle.net/sc2/en/">Starcraft II</a>, <a href="http://us.blizzard.com/en-us/games/d3/">Diablo III</a>. Last year, Penka released an artist album with orchestral music titled A Warrior&#8217;s Odyssey available on<a href="https://itunes.apple.com/us/album/a-warriors-odyssey/id561102545"> iTunes</a> and <a href="http://www.amazon.com/A-Warriors-Odyssey/dp/B009A3M7G8/">Amazon.com</a>.</strong></em></p>
<p><strong>Nicholas Yanes: According to IMDB, you started working in the entertainment industry in 1999.  What inspired you to want to pursue this career?</strong></p>
<div id="attachment_10732" class="wp-caption alignleft" style="width: 285px"><img class="scale-with-grid size-medium wp-image-10732" alt="Penka Kouneva" src="http://gamesauce.org/news/wp-content/uploads/2013/04/Penka_-small-275x300.jpg" width="275" height="300" /><p class="wp-caption-text">Penka Kouneva</p></div>
<p><b>Penka Kouneva: </b>I arrived in LA in 1999. I love collaborating with other creative artists, and have loved film since childhood.  Scoring for media felt like the most natural vocation for me, since my music is evocative and dramatic. I was very passionate about becoming a film composer. I still am, but my heart these days is in games. I find game scoring to be more energizing and inspiring.</p>
<p><strong>Lots of people want to have careers in entertainment, what do you think you did right to make it in your field?  Did formal education help you?</strong></p>
<p>Formal education is essential, in my opinion. I came to LA recommended very highly by my Duke mentors, and my first mentor in LA was the Emmy-winning TV composer Patrick Williams<ins cite="mailto:Nicholas%20Yanes" datetime="2013-04-13T02:30">,</ins> who is also a Duke alum. I connected with busy professionals right away. In 2000, I met my other most significant mentor, Bruce Fowler, Hans Zimmer’s orchestrator. It was not until 2004 that Bruce started giving me jobs. He also introduced me to Steve Jablonsky who later plugged me in on <em>Transformers</em> films and games, <em>Gears of War 2</em><i><i> and </i></i><em>3</em> and on <em>Prince of Persia: Forgotten Sands,</em> for which I composed 2 hours of game music. <ins cite="mailto:Nicholas%20Yanes" datetime="2013-04-13T02:31"></ins></p>
<p><ins cite="mailto:Nicholas%20Yanes" datetime="2013-04-13T02:31"></ins>As to what I did right…I have always been extremely passionate, devoted, hard-working and loyal to my clients. The hard work on a great variety of projects allowed me to develop great skills. I am also very proactive, stay in touch with my collaborators, foster new relationships. I am a good collaborator and try to be always positive and constructive, even in the heat of the battle.</p>
<p><strong>To me, it seems that working as a composer on a film means creating an audio environment that adds to the narrative experience.  What does being a composer mean to you?</strong></p>
<p>My job is to support the vision of the game makers (or filmmakers) by creating an environment of music and sound to support the characters, emotions, genre and, most importantly, the story. I breathe life into the images and add emotional depth to the story. With my music, I make the audience or the gamers feel deeply, laugh, cry, connect with the film or game and remember viscerally the experience of watching or playing.</p>
<p><strong>What are some challenges you’ve encountered while being a composer for a film? For instance, was there ever a time you felt that the music should be significantly different from what the director wanted?</strong></p>
<div class="orangequote">&#8220;To understand the director’s vision and support their vision, it sometimes takes more than one conversation.&#8221;</div>
<p>I work hard to understand the director’s vision and support their vision. Sometimes it takes more than one conversation, especially if they are unsure, or willing to explore various ideas. Usually good, open communication solves all problems. Composers learn to ask insightful questions of their collaborators. I ask a lot of questions, take notes and then think about it.</p>
<p><strong>Your LinkedIn profile states you worked on the 2002 videogame, <em>Enter the Matrix</em>.  Why did you decide to begin working on videogames?</strong></p>
<p>Actually, I became really passionate about games a bit later, with us getting a PS2, then PS3 and Xbox. The game narratives and visuals were stunning, the stories were engaging and the music was fantastic – inspired, ground-breaking and fun. The turning point for me was the <em>BioShock</em> games, <em>Uncharted 2</em>, and <em>Gears of War 2</em>. I decided to devote my full focus to games. I had never before felt so energized and inspired as I felt by these games. <em>Enter the Matrix</em> was a very complicated job, and my task was to support the composers on it. I didn’t play it until later.</p>
<p><strong>Most people simply watch a movie from start to finish, but with videogames, there is the expectation that players will fail a level at first and have to replay a section of the game multiple times.  Does this affect how you approach composing for videogames?</strong></p>
<p>Yes, it very much affects the interactive (dynamic) design of the music. The score has many elements (Drums, low strings, melodies, embellishments) and each layer is combined with various elements on consecutive plays, so that there is some difference and it’s not totally repetitive. I remember once playing <em>Modern Warfare 2</em> and got stuck on a level for 2 weeks, and the same music kept playing over and over again.</p>
<p><strong>I can’t imagine composing music for a film and not watching the movie.  How many times do you play a videogame in order to get sense of how the music should be developed?</strong></p>
<p>Usually I receive concept art, characters, some early prototypes (stick figures and grey blobby 2D figures, with no color, no movement). On <em>GOW3,</em> we did receive animation (for the cinematics) but no one moved their hands or feet, they were just floating. I can imagine quite well how the animation would look in its final rendition. I also love art, architecture and design, so I am very visually oriented composer.</p>
<p>I’ve never felt inhibited by lack of moving picture. Usually the music is implemented before the game is playable, so I get “level walkthroughs” but never play the game myself while composing. My composing process is all based upon a combination of images, prototypes, written briefs about the story, and conversations about concepts, style, tone and ideas with my collaborators.</p>
<p><img class="aligncenter scale-with-grid size-medium wp-image-10739" alt="" src="http://gamesauce.org/news/wp-content/uploads/2013/04/AWO-cover-sm-300x270.jpg" width="300" height="270" /></p>
<p><strong>On this note, what are some differences between composing for videogames and for movies? In your experience, do the industrial differences between games and movies impact your work?</strong></p>
<p>The similarities are being able to write great themes, to support characters and genre, and to create a sonic imprint for the world of the game or film. This is where the similarities end. While in film, all the music is composed to picture, in games, only the cinematics are composed to picture. The rest of the score is based on the concepts and function of the music. The score is delivered with a high degree of technical rigor – in stems, in 2 or 3-minute loops, in stingers, themes, variations. We receive incredibly detailed audio briefs that list 100’s of bits and pieces of music that are needed by the game. Then we have to deliver with utmost technical precision.</p>
<p><strong>While I’m sure you’re proud of all your work, have there been some games that have stood out the most to you?</strong></p>
<p><b></b><em>Prince of Persia: Forgotten Sands</em> (PS3, Xbox, PC) was my break-through job and my most cherished experience, because I was able to combine my Bulgarian background and deep knowledge of Eastern music with knowing the epic Hollywood sound. I also loved composing on <em>Transformers: Revenge of the Fallen</em> a few big battle pieces and right now, I love the iOS games I am scoring (one Medieval and another exploration game).</p>
<p><strong>There have been several debates about if videogames are becoming too cinematic. However, these discussions are usually about a game’s visuals. Why do you think gamers are more willingly to accept movie quality sound effects, but struggle with movie-like scenes?</strong></p>
<p><b></b>In my opinion, some games benefit from being more cinematic (most console games like<em> Uncharted</em>, which is a very cinematic game).  On another hand, other games have absolutely no need to be cinematic (e.g., platformers, experimental games).  Probably gamers want to feel that gameplay is distinctive and different than sitting on your sofa watching a movie. I think as long as a game creates its own unique world with a vision for the art, sound, game mechanics and game play, I’ll enjoy it.</p>
<div class="orangequote">&#8220;I think as long as a game creates its own unique world with a vision for the art, sound, game mechanics and game play, I’ll enjoy it.&#8221;</div>
<p><strong>With more and more games being developed for cell phones and other mobile devices that lack the sound systems found in theaters or houses, how do you think sound develop for games will be affected?</strong></p>
<p>Well, most iOS games have slightly less elaborate and complex scores anyway. I think the quality of earphones is pretty advanced.  We are all required to submit stereo mixes for iOS games, not super-complicated stems as for console games which are mixed in “surround sound.”</p>
<p><em><strong>Penka Kouneva is currently working on two iPhone games – Rollers of the Realm and Black Hole Explorer, via Indie Game Audio based in Toronto (and her collaborative partners) and another which she&#8217;ll announce when it’s released.</strong></em></p>
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		<title>Carving Out a Career in Casual Game Audio, an Interview with Aaron Walz</title>
		<link>http://gamesauce.org/news/2012/08/28/carving-out-a-career-in-casual-game-audio-an-interview-with-aaron-walz/</link>
		<comments>http://gamesauce.org/news/2012/08/28/carving-out-a-career-in-casual-game-audio-an-interview-with-aaron-walz/#comments</comments>
		<pubDate>Tue, 28 Aug 2012 14:46:49 +0000</pubDate>
		<dc:creator>Mike Griffin</dc:creator>
				<category><![CDATA[Audio]]></category>
		<category><![CDATA[Exclusive Interviews]]></category>
		<category><![CDATA[Online]]></category>
		<category><![CDATA[Video Coverage]]></category>
		<category><![CDATA[Aaron Walz]]></category>
		<category><![CDATA[Game Audio Alliance]]></category>
		<category><![CDATA[Walz Music & Sound]]></category>

		<guid isPermaLink="false">http://gamesauce.org/news/?p=5375</guid>
		<description><![CDATA[The game industry, much like Hollywood, is a wonderful melting pot of influences, creativity and talent. Just like film, inspiration to embark on a career in games typically finds its origin in a passionate appreciation for the work of veteran talent that came before you. Such is the case for Aaron Walz, co-founder, composer and...]]></description>
				<content:encoded><![CDATA[<p><img src="http://gamesauce.org/news/wp-content/uploads/2012/08/aaron-650.jpg" alt="" title="Aaron Walz" width="650" height="412" class="alignnone scale-with-grid size-full wp-image-5529" /></p>
<p>The game industry, much like Hollywood, is a wonderful melting pot of influences, creativity and talent. Just like film, inspiration to embark on a career in games typically finds its origin in a passionate appreciation for the work of veteran talent that came before you. Such is the case for Aaron Walz, co-founder, composer and sound designer at Game Audio Alliance. His work now spans close to 100 games – largely centered on the mobile, social and casual games space.</p>
<h2>Getting Started Early</h2>
<p>Aaron originally embraced composing game music at the tender age of 10, when he combined structured piano lessons with a love for game melodies: notably the work of classic Japanese game composers on the NES and Gameboy. He would meticulously learn the tunes by ear and teach himself the basics of MIDI sequencing in the years ahead. Although passionate and ever-expanding his skills, it wasn’t until college that Aaron truly seized upon the notion of making a living out of game music composition.</p>
<p>“I started composing as a freelancer for games while in college, around 1997-1998. I had made a website where I posted game tunes that I sequenced in MIDI by ear, as well as my own original game songs, and some indie companies started hiring me for work,” Aaron tells Gamesauce.</p>
<div class="greenquote">It’s all about the contacts and reputation you acquire along the way</div>
<p>Regarding his transition into the casual games space, Aaron essentially moved with the industry as it matured through the years – carving out his own niche in the process.  “Back then there were no Casual Games or Mobile games, so it was PC and Mac retail, or freeware and shareware. I followed the industry as it became Casual, Downloadable, Social, and Mobile. As far as transitioning, it’s all about the contacts and reputation you acquire along the way, and having constant marketing, web and social media presence, or public speaking and interviews.”</p>
<h2>Always strive to better yourself</h2>
<p>This spirit of creativity and entrepreneurship has clearly been a driving force for Aaron, but he’s also a firm believer in hard work, industry awareness, and mastering the tools of the trade. For sound design and audio engineering students on the cusp of launching a career in the field, Aaron outlines some very specific “self-help” tips and goals for aspiring pros.</p>
<p>“Knowing how to be a recording engineer, reading lots of industry books and articles, playing with new samples all the time, knowing your music theory, performing music – these are all general and vital. All-around computer chops are also a must. Your role as sound designer won’t involve much programming, though, not these days in this space. Of course Protools, and being familiar with Sonar, Cubase, etcetera, helps, and playing lots of games for all sorts of platforms, keeping up on the game charts, owning lots of devices – and knowing them well.”</p>
<p>As Aaron knows all too well, however, a winning personality is just as crucial to success in this industry as the most rigorous of formal education and training. Thanks to his previous work as a Human Resources Director and the associated expertise in leadership training and business law, Aaron is able to evoke a truly collaborative work ethic and company culture when managing relationships at Walz Music &amp; Sound, and most recently at Game Audio Alliance.</p>
<h2>Be creative, but stay true to yourself</h2>
<p>Aaron values the versatility of an artist and their ability to remain open, fluid, and flexible in all stages of the development process, yet it’s also essential for a budding sound designer or composer to stay true to themselves when seeking employment opportunities in game audio – especially when pushing their own demo reels.</p>
<p>“You should <em>always</em> be yourself. Don’t submit something that isn’t who you are and what you can do. That being said, don’t limit yourself by thinking you can’t learn how to write in other styles as well. Do the work, practice, and produce something different that is quality. If you can’t do that, then don’t put sub-par stuff on your demo. It won’t pay off, and it isn’t representative of your sound.”</p>
<p>Aaron continues: “Keeping that unique sound that is yours is important, and I wouldn’t put anything non-game style on there. As far as foley and sound design, that’s most useful with images, otherwise don’t waste your audio time with much of it unless it is amazing and very much your strong suit. The same applies to voiceover demos.”</p>
<h2>The allure of trendy gear</h2>
<div class="greenquote">The better you know gear, software and samplers, the more you can pull out of it, and the more quickly you can create work</div>
<p>Historically, aspiring audio pros have never had as much access to affordable sound production software and gear as one can find now. The occasional pitfall of today’s splendid access to sound design tools is that new audio people sometimes surround themselves with stacks of trendy gear and devices without necessarily mastering any one of them. Would a hopeful audio professional be better off dabbling in a wide spectrum of tools, or isolating and mastering just a select handful?</p>
<p>“Both? The better you know gear, software and samplers, the more you can pull out of it, and the more quickly you can create work,” Aaron contends.</p>
<blockquote><p>But I would not say to force yourself to learn tools you don’t like. Master the ones you love to use, and play with new ones all the time – don’t get stuck using the same ones over and over again.</p>
</blockquote>
<p>&#8220;You don’t have to have the most expensive and most trendy gear to make something amazing. But that isn’t a reason not to try it and upgrade from time to time.”</p>
<div id="attachment_5506" class="wp-caption alignnone" style="width: 485px"><img class="scale-with-grid size-medium wp-image-5506 " title="Casual Connect Seattle Audio Track" src="http://gamesauce.org/news/wp-content/uploads/2012/08/getting-ready-for-track-475x356.jpg" alt="" width="475" height="356" /><p class="wp-caption-text">A key topic at this year’s Casual Connect Audio track was the importance of open dialogue and peer feedback.</p></div>
<h2>The importance of open dialogue and peer feedback</h2>
<p>At this year’s Casual Connect conference in Seattle, Aaron provided an interesting revelation about the submission process at Game Audio Alliance: Aaron and his team will frequently work with composers who are wonderfully talented from a creative perspective, but may be – comparatively – lacking in proficiency when it comes to the nuts and bolts of polished end production. As opposed to “silently” repairing their work, perhaps avoiding confrontation with the artist, the GAA team is instead all about open dialogue, peer feedback, and helping to improve the all-around skillset of their artists.</p>
<div class="greenquote">Backbone and humility often go hand-in-hand in the games business</div>
<p>“The Game Audio Alliance is always interested in bettering people who work with us, and educating the gaming and music community at large,” says Aaron. “We’d much rather work with people while watching them grow and empowering them, than keeping them down. I’d suggest you always try to work with that kind of person, because I’ve certainly encountered a lot of the opposite, which is why we have structured GAA the way we have!”</p>
<p>Backbone and humility often go hand-in-hand in the games business.  “I can’t imagine that anyone should be offended by critique in this industry. If you are, you are not in the right industry. Turn off your ego. Seriously,&#8221; says Aaron.</p>
<blockquote><p>No one wants to work with a big ego, and it will stop you from being as good as you can be.</p>
</blockquote>
<div id="attachment_5507" class="wp-caption alignnone" style="width: 485px"><img class="scale-with-grid size-medium wp-image-5507 " title="Game Audio Alliance" src="http://gamesauce.org/news/wp-content/uploads/2012/08/IMG_0082-475x356.jpg" alt="" width="475" height="356" /><p class="wp-caption-text">The Game Audio Alliance produces almost all of its composition and production work internally and is looking to bring a couple more individuals into the fold.</p></div>
<h2>The importance of maintaining a balance between quality and budget</h2>
<p>The team at GAA currently produces almost all of its composition and production work internally in the interest of maintaining a high quality level, but Aaron is quick to note that they “always accept resumes and demos.” The intention is to engage in a bit more contract work and eventually “bring a couple more individuals into the fold” going forward. As is par for the course with any game audio shop, Game Audio Alliance also regularly contracts outside voiceover talent and hires skilled instrumentalists and vocalists whenever a project demands it.</p>
<p>A key differentiator in the GAA pipeline is the company’s current focus on the casual and mobile game space. Compared to work in the “core” or “AAA” game space, there are specific development conditions and mandates to consider when entering this region of the industry – and it’s a decidedly smokin’ hot area of growth right now.</p>
<p>“The audio footprint can be a lot smaller here, and keeping the quality high can be a challenge because the budgets are far lower than core games. The development cycle is also much faster, but it’s rewarding and fun to hear your work in a casual mobile game so quickly after starting work on a project, unlike a year later with other traditional cycles,” Aaron describes.</p>
<h2>The appeal of casual games</h2>
<div class="greenquote">Do not champion one tier of game audio work versus another, but appreciate the nature of your current workflow.</div>
<p>That compression of sound and time, both literal and esoteric, draws a fairly profound line in the sand between the world of large-scale game development, working with teams of dozens or hundreds, and the more intimate universe of sound design for smaller social and mobile titles. Aaron doesn’t necessarily seek to champion one tier of game audio work versus another, but he appreciates the nature of his current workflow.</p>
<p>“For me, I like being a big part of the process. There is more and more red tape and barriers the more people you add to it, yes, but usually the end product is more amazing too. Most casual, social, and mobile games, they don’t really involve that many people, and usually only one or just a couple of audio people,” he notes.</p>
<h2>When is work becomes fun and fun becomes work</h2>
<p>A career in pro audio within the entertainment industry is a dream for many aspiring musicians, and training for this role inevitably involves critical listening in a wide spectrum of different genres, eras, and styles of music. But is it still possible to listen to music for purely recreational purposes, to separate from one’s professionally-tuned ears and simply enjoy for the sake of enjoyment? For Aaron, it’s a dual-edged blade: inescapable critical analysis often trumps raw listening pleasure.</p>
<p>“When I listen to music, all I do is analyze chords, listen to production, editing, levels, mixing, panning, the quality of the players, etcetera – so it’s hard for me to enjoy music in a removed way,” he laments.</p>
<p>Thus, for enjoyment Aaron tends to seek music outside his realm of expertise. “I love world music because of this: I don’t know it as well, so African, Cuban, Greek, Arabic, Indian, and Brazilian Jazz are often played at my house for enjoyment. I do also like simple music with a nice beat for doing chores or working out. These sorts of pieces – like dance music – are very simple, so analyzing them really doesn’t take a lot away from enjoyment.”</p>
<p>Aaron Walz doesn’t have a great deal of free time these days, period, but it seems like he wouldn’t have it any other way. He’s always available – and often booked – to talk about the industry, give helpful advice to aspiring talent, accept and critique demos, and carefully listen to the opinion of other game industry professionals. He also makes time for a great interview, for which we kindly thank him.</p>
<p>If you’re curious about Aaron’s work or what goes on at Game Audio Alliance, feel free to email him at: aaron@gameaudioalliance.com</p>
<p>&nbsp;</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/4WoepccKGSI?rel=0" frameborder="0" allowfullscreen></iframe></p>
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		<title>Composer and Audio Designer Jonathan van den Wijngaarden on How Ambition can Kill Your Project, Coded Illusions, Fairytale Fights, his Mentor and his Love for C&amp;C.</title>
		<link>http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/</link>
		<comments>http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/#comments</comments>
		<pubDate>Fri, 14 Jan 2011 11:07:09 +0000</pubDate>
		<dc:creator>Vlad Micu and Javier Sancho</dc:creator>
				<category><![CDATA[Audio]]></category>
		<category><![CDATA[adam's venture]]></category>
		<category><![CDATA[ambition]]></category>
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		<category><![CDATA[coded illusions]]></category>
		<category><![CDATA[command & conquer]]></category>
		<category><![CDATA[composer]]></category>
		<category><![CDATA[dutch]]></category>
		<category><![CDATA[fairytale fights]]></category>
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		<description><![CDATA[Audio designer and composer Jonathan van den Wijngaarden has had a career where illusions got broken and fairy tales did not really end happily ever after. After working at two of the Netherlands’ most promising studios that failed for aiming too high, he remains optimistic and takes the lessons learned into his own endeavors as...]]></description>
				<content:encoded><![CDATA[<p><a rel="attachment wp-att-3380" href="http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/05-2/"><img class="size-full wp-image-3380 alignnone" title="Jonathan vd Wijngaarden" src="http://gamesauce.org/news/wp-content/uploads/2011/01/05.jpg" alt="Jonathan vd Wijngaarden" width="480" height="270" /></a>Audio designer and composer <a href="http://www.mobygames.com/developer/sheet/view/developerId,246307/" target="_blank">Jonathan van den Wijngaarden </a> has had a career where illusions got broken and fairy tales did not really end happily ever after. After working at two of the Netherlands’ most promising studios that failed for aiming too high, he remains optimistic and takes the lessons learned into his own endeavors as a <a href="http://www.musicbyjonathan.com/" target="_blank">freelance audio designer and composer</a>. Van den Wijngaarden gives us a first quick post mortem look of <em>Fairytale Fights</em>. The final project of the fallen Dutch game studio, Playlogic Game Factory. </p>
<h2>Long Distance Mentor</h2>
<div id="attachment_3387" class="wp-caption alignnone" style="width: 490px"><a rel="attachment wp-att-3387" href="http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/03-2/"><img class="size-full wp-image-3387" title="Klepacki visited the Netherlands to perform at the Games In Concert 3 concert in 2008, where gave quite the show performing the revised version of the Hell March on his custom guitar to an audience of gamers." src="http://gamesauce.org/news/wp-content/uploads/2011/01/03.jpg" alt="Klepacki visited the Netherlands to perform at the Games In Concert 3 concert in 2008, where gave quite the show performing the revised version of the Hell March on his custom guitar to an audience of gamers." width="480" height="270" /></a><p class="wp-caption-text">Klepacki visited the Netherlands to perform at the Games In Concert 3 concert in 2008, where he gave quite the show performing the revised version of the Hell March on his custom guitar to an audience of gamers.</p></div>
<p>In the era where the highest tech in the house was probably the VCR, Van den Wijngaarden was one of the first few privileged kids to have an expensive PC in his household. His dad worked in IT, which made him and his family one of the early adopters in the Netherlands. “He used to bring me floppies with games like Pac Man and Dig Dug but soon enough I got my own PC to mess around with and play a lot of shareware games”.</p>
<div class="redquote">”I used to put my taperecorder next to the PC to record the music of <em>Command &amp; Conquer</em>.”</div>
<p>A few PCs later, 14 year-old Van den Wijngaarden found himself making his own scenarios and mods of <a href="http://en.wikipedia.org/wiki/Command_%26_Conquer" target="_blank">Command &amp; Conquer</a>. “I used to put my taperecorder next to the PC to record the <em>Command &amp; Conquer</em> music so I could listen to it even when I wasn’t playing,” he recalls. Through the C&amp;C modding community he decided to get in touch through email with the musical genius behind the game, <a href="http://www.mobygames.com/developer/sheet/view/developerId,1950/">Frank Klepacki</a> . They started exchanging emails for about 4 years in which Klepacki gave feedback on Van den Wijngaarden’s music. He followed keyboard lessons at that time, but that never satisfied his craving to make his own music. “I quit the lessons, so I could pour my heart into tracking (sample based music, red.) and composing music. Frank Klepacki took me under his wing and became my official mentor giving me something close to a full scholarship in game audio design.”</p>
<div id="attachment_3386" class="wp-caption alignnone" style="width: 490px"><a rel="attachment wp-att-3386" href="http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/van-den-wijngaardens-old-office-at-coded-illusions-stacked-with-cool-collectible-figures-and-posters/"><img class="size-full wp-image-3386 " title="Van den Wijngaarden's old office at Coded Illusions, stacked with cool collectible figures and posters." src="http://gamesauce.org/news/wp-content/uploads/2011/01/Van-den-Wijngaardens-old-office-at-Coded-Illusions-stacked-with-cool-collectible-figures-and-posters..jpg" alt="Van den Wijngaarden's old office at Coded Illusions, stacked with cool collectible figures and posters." width="480" height="270" /></a><p class="wp-caption-text">Van den Wijngaarden&#39;s old office at Coded Illusions, stacked with cool collectible figures and posters.</p></div>
<p>Van den Wijngaarden’s first professional job in the game industry was at Coded Illusions. He got in touch with the founder, <a href="http://www.mobygames.com/developer/sheet/view/developerId,153197/" target="_blank">Richard Stitselaar</a>. Stitselaar had just left the upcoming Guerrilla Games to start his own company. They shared the same interests in games, especially <em>Command &amp; Conquer</em>, and when Stitselaar learned about his “scholarship” with Klepacki, he was as good as hired.</p>
<div class="redquote">”I used to work on the audio with my headphones on while the rest would sit a few meters away listening to Elvis loud through the speakers.”</div>
<p>Their first idea became the illusion they never got to finish, <em>Nomos</em> (in the early days also called &#8216;Haven&#8217;): a sci-fi, <em>Blade Runner</em>-esque game with religious elements.  “Huddled together in a small office, I used to work on the audio with my headphones on while the rest would sit a few meters away listening to Elvis loud through the speakers. We didn’t take things very professionally then,” he recalls.  When Coded Illusions got its first funding, things started to get more professional with its first official employees, many of them coming from Guerrilla. Van den Wijngaarden remained as an all-rounder in the office not only doing audio design but also being involved in management, level design, pitching game design ideas, story and dialogue writing.</p>
<h2>Illusions Breaking the Code</h2>
<div id="attachment_3391" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3391" href="http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/nomos_01/"><img class="size-full wp-image-3391" title="For the occassion of this interview, Vertigo Games allowed us to give a first exclusive glimpse of the Nomos project started by Coded Illusions." src="http://gamesauce.org/news/wp-content/uploads/2011/01/Nomos_01.jpg" alt="For the occassion of this interview, Vertigo Games allowed us to give a first exclusive glimpse of the Nomos project started by Coded Illusions." width="480" height="245" /></a><p class="wp-caption-text">For the occassion of this interview, Vertigo Games allowed us to give a first exclusive glimpse of the Nomos project started by Coded Illusions.</p></div>
<p>In 2004, the future for Coded Illusions looked bright and for four and a half years the team worked very ambitiously as what Van den Wijngaarden fondly remembers “a group of friends making cool stuff. What we lacked in experience, we definitely made up for in enthusiasm.” Unfortunately the team’s enthusiasm is what may have put an end to the illusion. In the end of 2008, Coded Illusion went bankrupt quite instantly and the close group of friends found themselves on the street before they knew it.  What went wrong? “Things started well building our own engine for the game,” Van den Wijngaarden says. “But in summer 2004, some of our managers went to GDC and got their first taste of the Unreal Engine 3. At the same time, the Xbox360 had just been announced and things looked very tempting to start working with a new engine.” His explanation: “the industry was on the front of a major turning point, getting ready to develop for next-gen consoles. “  The new promosing tool in the studio became the Unreal Engine 3. “It was too tempting,” he recalls. “The Unreal Engine 3 made our project grow disproportionately because it enabled us to pour in so many ideas we could not develop. [Nomos] wasn’t a small humble title anymore, but a full blown Unreal Engine 3 title.” The enthusiasm made them want to add an endless list of features that this shooter-oriented engine offered, including RPG-elements, more action, more story. In other words, more illusions than the code could handle.</p>
<div id="attachment_3392" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3392" href="http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/nomos_02/"><img class="size-full wp-image-3392" title="For this game Jonathan created over 150 minutes of music and nearly 3000 sound effects which was all discarded when the company was closed a year later." src="http://gamesauce.org/news/wp-content/uploads/2011/01/Nomos_02.jpg" alt="For this game Jonathan created over 150 minutes of music and nearly 3000 sound effects which was all discarded when the company was closed a year later." width="480" height="229" /></a><p class="wp-caption-text">Van den Wijngaarden created over 150 minutes of music and nearly 3000 sound effects for Nomos. All were discarded when Coded Illusions was closed a year later.</p></div>
<p>“What we had was not bad, but there was no way of getting our project sold to a publisher.” The team’s enthusiasm and creativity ironically started to become a burden. “We couldn’t sell this to publishers, because it was not finished enough and no one was willing to admit that the game needed a lot of cutting.”</p>
<div class="redquote">“It was such an intense period, it kind of turned into a black hole in my memory”.</div>
<p>Nowadays, smaller games, including bigger projects that got cut down, are easier to market through digital distribution and a broad market of casual gamers, “but in that period the market of digital indie games was not taken seriously yet”, Van den Wijngaarden explains. So he and his teammates got stuck with an overambitious project that had nowhere to go and an economic crisis that did not make things easier. Van den Wijngaarden admits: “it would have been a lot smarter to think and start small. Starting with a lower budget and consequently attempt to take a bigger step. We were not able to build a track record as a company and a lot of good work has gone to waste.”</p>
<h2>Fighting for Fairytales</h2>
<div id="attachment_3421" class="wp-caption alignnone" style="width: 490px"><a class="highslide" onclick="return vz.expand(this)" rel="attachment wp-att-3421" href="http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/fairytale-fights/"><img class="size-full wp-image-3421" title="Fairytale Fights" src="http://gamesauce.org/news/wp-content/uploads/2011/01/fairytale-fights.jpg" alt="Fairytale Fights" width="480" height="270" /></a><p class="wp-caption-text">Even after Playlogic declared bankruptcy, Fairytale Fights was launched as a downloadable episodic title on PSN in Asia.</p></div>
<p>The whole team of Coded Illusions ended up on the street at the beginning in fall 2008. Founder Richard Stitselaar managed to keep the IPs and start another company, <a href="http://www.vertigo-games.com" target="_blank">Vertigo Games</a>. He was able to hire some of his old team members to start developing <em>Adam&#8217;s Venture</em>. Like many of his former team members, Van den Wijngaarden wound up at the Playlogic Game Factory, a studio that was set full sail to release its first next-gen cross-platform title, <em>Fairytale Fights</em>. “I got in there very easily. I had built up a lot of experience with Unreal Engine and audio at Coded Illusion and I hardly had to do a job interview.”  Working at Playlogic at that time was not that easy.  He started at the company in holiday season and <em>Fairytale Fights</em> had to go gold after the summer.  Van den Wijngaarden had his worries. “How was I going to finish this project in eight months with no plan ready yet and no audio design document? What problems am I going to encounter in crunch time in a team I’m not used to work with yet? I decided to get all those thoughts and worries out of my head and go for it.” Van den Wijngaarden has to dig deep into his memories to recall how that process was. “It was such an intense period, it kind of turned into a black hole in my memory”.</p>
<div class="redquote">“The main thing I had to get used to was that this was not MY project anymore.”</div>
<p>“The main thing I had to get used to was that this was not MY project anymore,” he recalls. “Others already mostly worked the concept of <em>Fairytale Fights</em> out and was long past its prototyping.” With only eight months time to get the game on the shelves, there was no audio yet and Van den Wijngaarden had to dive into the documentation to get submerged in underlying ideas and feeling of the game. “My main focus on this project was to make it feel like my own project and give this game its own identity in audio”.  <em>Fairytale Fights</em> already had its unique colorful art style, looking like a plasticine version of Happy Tree Friends. “Psychonauts was the game that inspired me the most. I tried to convey its diversity in settings to give <em>Fairytale Fights</em> its distinct character in sound. Especially giving all the weapons unique firing and handling sounds was a huge workload for me but crucial in giving the game its own identity.” This was one of the many lessons Van den Wijngaarden had learned from his mentor and inspiration, Klepacki: “always try to put your own signature on the music and sound.  That’s what I admire about Klepacki, he always knows how to stick to his own style and sound. I can recognize the games he has worked on immediately, even without knowing he worked on it.”</p>
<div id="attachment_3389" class="wp-caption alignnone" style="width: 490px"><a rel="attachment wp-att-3389" href="http://gamesauce.org/news/2011/01/14/composer-and-audio-designer-jonathan-van-den-wijngaarden/attachment/13/"><img class="size-full wp-image-3389" title="Van den Wijngaarden took this picture on his final day at Playlogic. This office space served 40 people that worked on various products, including Sony's Eyepet." src="http://gamesauce.org/news/wp-content/uploads/2011/01/13.jpg" alt="Van den Wijngaarden took this picture on his final day at Playlogic. This office space served 40 people that worked on various products, including Sony's Eyepet." width="480" height="270" /></a><p class="wp-caption-text">Van den Wijngaarden took this picture on his final day at Playlogic. This office space served 40 people that worked on various products, including Sony&#39;s Eyepet.</p></div>
<p>So, what went wrong in this process? Again, it was the double-edged sword of ambition that killed the cat in boots. “We were under a lot of time pressure and in the end we had to cut about 25% percent of what we had made. Otherwise we never would have made it. Among the things we cut was a final chapter with four levels. This meant having to come up with a new final boss and invent a new main villain. Originally we also wanted to add some RPG elements and conversations with NPCs. There was absolutely no time for spoken dialogue, since that meant we had to localize it too. All kinds of drastic changes were made in a short time which stripped <em>Fairytale Fights</em> down to a pure brawler game.”  At least this time the cuts were made and the game went gold. One of the main forces for getting the title shipped on time was managing director <a href="http://www.mobygames.com/developer/sheet/view/developerId,41915/" target="_blank">Olivier Lhermite</a>. “He performed miracles. Not only by creating the right workflows but changing the focus on what was needed the most: game design.” Van den Wijngaarden admits that the game design aspect came late, maybe too late. During the process, the main focus and strength of the project had been its art style and setting, but somehow it lost it focus on the kind of game it should be. “Olivier made sure everybody picked up on the gameplay and worked fulltime on making sure everything worked and felt right.”</p>
<div class="redquote">“As a creative person it can be difficult to balance the fact that on one side you are making an artistic creation and on the other side you are working on an entertainment product.”</div>
<p>Another of Klepacki’s wise lessons that echoed through Van den Wijngaarden’s mind throughout the tough process is one seems applicable for any game development process. “As a creative person it can be difficult to balance the fact that on one side you are making an artistic creation and on the other side you are working on an entertainment product. As an artist you are primarily concerned with creating the best quality, but at the same time you will have to deliver a certain amount of quantity. Therefore you have to find balance between quality and quantity and make sure that each sound is equally great. You can’t make everything as perfect as you want it to be, it is more important that all the components you make work in harmony and offer a complete package. That’s a lesson that I got to experience very closely while working on <em>Fairytale Fights</em>.”</p>
<p><strong>Van den Wijngaarden is currently working as freelance composer and audio designer. He most recently created music and sound design for the official <em><a href="http://www.ea.com/nl/minigame/nfs-hot-pursuit-mini-game" target="_blank"> Need For Speed Hot Pursuit</a> </em>webgame<a href="http://www.ea.com/nl/minigame/nfs-hot-pursuit-mini-game" target="_blank"> </a> and is now wrapping up music and sound design for <a href="http://www.adams-venture.com/Site/" target="_blank"><em>Adam&#8217;s Venture 2</em></a> by Vertigo Games.</strong></p>
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