The LittleBigPlanet franchise is 7 years old today! On October 28th, 2008, the very first LittleBigPlanet game was published by Sony Computer Entertainment Europe. In the seven years since that auspicious day, players have explored the whimsical world of LittleBigPlanet in countless awesome adventures. I’m very proud to have been a part of the music team for this famous franchise. So, to celebrate the game franchise’s seventh birthday, let’s go for a tour through the history of LittleBigPlanet!
Monthly Archives: October 2015
139th Audio Engineering Society Convention Schedule
The Audio Engineering Society’s annual convention is next week, and the entire schedule is now available, so I can now share the dates and times for my presentations!
Sunday, Nov. 1st, 11:30 am – 12:30 pm (Room 1A22) Interactive Music of the LittleBigPlanet Franchise: Dissecting a Complex, Multi-Component System. If you can only come one day, then pick Sunday, because I’ll be presenting an hour-long talk on the music system of six games in the LittleBigPlanet franchise. It should be a fun talk!
Saturday, Oct. 31st, 3:30 pm – 5:00 pm (1A22) Game Audio Education – New Opportunities for Students. I’ll be a panelist answering questions and participating in discussion of the role of education in a game audio professional’s career. Fellow panelists include Steve Horowitz, Scott Looney, Leonard J. Paul and Michael Sweet.
Saturday, Oct. 31st, 12:30 pm – 2:00 pm (Room 1A07) SPARS Speed Counseling with Experts – Mentoring Answers for Your Career. I’ll be acting as a mentor and answering career related questions to participants in a speed group mentoring format. Game Audio mentors for this event will include myself, Tom Salta, George Valavanis and Gina Zdanowics.
Arrangement for Vertical Layers Pt. 3: A Game Composer’s Guide
Welcome back to my three-part blog series on techniques of arrangement for interactive game music! In this blog series, I’m exploring the discipline of arrangement in relation to interactive game music, using examples from my music for the LittleBigPlanet franchise. In part one, we covered the purpose of the arranger, the value of a strong arrangement, and what differentiates traditional arranging from creating an arrangement for an interactive piece of music. We then discussed techniques for arranging an effective melody in an interactive construct. In part two we extended the discussion to countermelody, exploring techniques that function well when creating a secondary melody for use within interactive music. If you haven’t read the first two parts of this series, please click below to catch up:
Okay, all caught up now? Ready? Let’s go!
Arrangement for Vertical Layers Pt. 2: A Game Composer’s Guide
Welcome back to my three-part blog series on the art of arrangement for dynamic music systems in games! In this series of articles, I’m discussing the techniques of arrangement as they pertain to interactive game music by exploring examples from the music I composed for video games from the LittleBigPlanet franchise. In part one of this series, we went over the role of the arranger, the importance of an interesting and creative arrangement, and the relationship between arranging for traditional linear and non-linear interactive music. We also reviewed arranging techniques that apply to melody, and how these should (or should not) be applied in an interactive composition. If you haven’t read part one, please click here to read that entry first, and then return here to continue reading part two. Okay, are you back now? Ready? Here we go!