Last week, it was my honor and pleasure to give a presentation at the Game Developers Conference in San Francisco. My talk was entitled “From Total War to Assassin’s Creed: Music for Mobile Games.” The talk focused on the best and most effective methods for composition and implementation of music in portable gaming. The talk was structured for the benefit of video game composers and game audio pros, and as a part of the presentation, I played short excerpts of music that I composed for several of my top mobile and handheld video game projects. Now that GDC is over, I thought I’d provide streaming links to some of the complete music tracks that I featured during my presentation, in case attendees were curious about the complete pieces of music. So, without further ado, here are tracks from my GDC 2016 talk!
Assassin’s Creed Liberation
The Assassin’s Creed Liberation game was released by Ubisoft for the PlayStation Vita, and delivered an immersive experience from the popular Assassin’s Creed franchise. The game was designed specifically for a portable system, and as such, all aspects of the design were adjusted to cater specifically to a portable gaming experience, including the music.

This week I thought we’d check in with some of the top orchestral video game music concert tours currently underway. We’ll take a look at some reviews of 2015 performances from the respective tours, and we’ll also take a look at video from some of the most recent concert performances.
Originating as a simple four-minute overture performed at a Nintendo press event in 2011, Symphony of the Goddesses kicked off as a full-fledged concert tour in January 2012 and 
While my talk at GDC will focus specifically on music composition and implementation for handheld devices, the resources that will follow in this blog offer assistance with the more general technical issues that face audio pros creating sound assets for a mobile gaming environment. I’ve included links to the original articles, as well as a summation of some of the best points that I thought were particularly interesting:
In this blog, I thought we might take a quick look at the development of the three dimensional audio technologies that promise to be a vital part of music and sound for a virtual reality video game experience. Starting from its earliest incarnations, we’ll follow 3D audio through the fits and starts that it endured through its tumultuous history. We’ll trace its development to the current state of affairs, and we’ll even try to imagine what may be coming in the future! But first, let’s start at the beginning:
In the 1930s, English engineer and inventor Alan Blumlein invented a process of audio recording that involved a pair of microphones that were coincident (i.e. placed closely together to capture a sound source). Blumlein’s intent was to accurately reflect the directional position of the sounds being recorded, thus attaining a result that conveyed spatial relationships in a more faithful way. In reality, Blumlein had invented what we now call stereo, but the inventor himself referred to his technique as “binaural sound.” As we know, stereo has been an extremely successful format, but the fully realized concept of “binaural sound” would not come to fruition until much later.