Music for Mushroom Men feat. GL33k and Les Claypool
StoreTags: shameless plugs, why I'm so busy
Author: kidko on August 07 2008
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--> I'll admit right now that I don't post on em411 very much anymore and it's because I got a job in game audio that takes up all of my life and all of the energy I have for audio type stuff, including selfish em pursuits.

Regardless, I thought you guys might enjoy this little feature on the company I work for and one of the big games we've been slaving over for the last year. The game wraps in about a month so we're in mega-ultra-14hour-day-crunch mode... it's nice to get recognition like this though.

Thanks guys.

Gametrailers.com
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Comments

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fakeBlooper said: "great concept. i'd love an adventure game like that with music related puzzles to solve and beat/pattern matching."


If there's a sequel, I'd like to see that too... and to answer jp, sorry, Wii and DS only. Again, if there's a sequel, I'd like to see it hit the "HD" systems.

this looks great! And that jackalope.... i love that bionic commando thing.

how's les claypool as a person.
Recent blogs: Japan tokyo, kyoto, hokkaido  

jogn said: "

how's les claypool as a person."


Cool as hell. He's got that old-man style when it comes to games and technology but he's totally into his family. When we met him he had is wife and 2 kids in tow and seemed first and foremost concerned about keeping after them.

When Matt asked if we could get his pro tools sessions with instruments on individual tracks he was all, "Oh yeah, of course, so you you can add in the bass track when a "baddie" comes up to ya"

He gave us all free tix to his concert at Stubb's in Austin that night to boot.

Nice! He sounds like a nicely grounded kind of guy.
Recent blogs: Japan tokyo, kyoto, hokkaido  

sweet gig. your job seems awesome and i want a wii now. well, even more.

bad ass, kidko. congrats.
we should hang again soon.

papergoose said: "bad ass, kidko. congrats.
we should hang again soon."


Totally... Soon as this game ships and I have a semi-normal life again!

wicked would like to play the game.

so much input do sound designerss have in gameplay? when i was a kid i played the sh#t out of a game for nes called star tropics. i think there was a part where you had to play these tiles that looked like a keyboard a'la "big" matching a melody that was played somewhere else in the game in order to proceed. you also had to literally put this map that came with the instructions under the tap to reveal a code or something. they didn't tell you any of this... you just had to figure it out.

they don't make games like that anymore.

usually not very much input but when we first met with RedFly we proposed the metronome system and they liked it. On the other hand, the audio team usually spends more time playing the game than the rest of the departments, because we have to see everything in order to figure out what needs sound, and we need to capture footage of the level events so we can design sounds that match the animations. I think we influenced a lot of changed based on our feedback from playing the game mid-development while the level designers and coders worked on very low level details. Also, some of the artists and level designers took advantage of our metronome system once they got used to the idea and used it to time events and effects to the beat.

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