Press

"If I could have the music from Hatsworth's boss fight against Lance Banson (Sky Pirate Magazine's Handsomest Most Eligible Bachelor of the Year) playing on loop for every boss fight in any videogame ever, I would do it." 9.0 - IGN

"All of this silliness is funked out with great music during the battles which is evilly catchy and corresponds well to the moves, headphones are a must have."

- Console Obsession

"...the audio is "just about as good as it gets" and everything here adds to the game's overall atmosphere ... there's the wonderful score ... the sound effects are also spot on. - DS-x2

"...an excellent balance of both music and sound effects ... crisp and distinguished. - NintendoDS Advanced

"Great music - 8/10" - Gamespot"

"The musical score is epic, somber, and moody, a perfect accompaniment to the epic tale being told. - Planet GameCube

"The game's audio is very solid ... the background music is well done and fits the game perfectly." - PGNx Media.

G.A.N.G. Awards 2003: Best Handheld Audio

"Awesome soundtrack that goes great with the action. 9/10." - IGN

"...probably the first GBA game to have a full-length song, complete with vocals, during its credits sequence. 8/10" - Gamespot

"... some games have shown us that the GBAs sound hardware can put out "surprisingly high quality sound effects and music. Everything or Nothing is one of those games." - Worth Playing

"Particularly Impressive for a Gameboy Advance game ... 8/10" - PGNX Media

"... one of the clearest GBA titles I’ve played. Excellent compositions, but I must also give credit to the sound guys for making the sound quality as high as possible." - GameZone

"... What also can't be denied is the quality of the music ... its closeness to the console versions' score is amazing, and the victory fanfare's enough to send shivers up your spine if you're wearing headphones." - 1UP.com

"Outstanding use of the GBA hardware for a fantastic soundtrack. Crank up those headphones. 9/10" - IGN

About Me

My profession is contract game audio. You probably already guessed this. My specialty and passion is classic video game sounds, the sort of thing I grew up with playing NES and SNES. Platforms like the GBA and DS have given me the opportunity to work within similar limitations of this golden age of game audio, which is a huge privilege.

My dream project would be a survival horror game.

My idol is Hip Tanaka.

When I'm not doing music and sound, I program in C#. My most ambitious pet project is the NesTracker, though I've also made a bunch of tools that automate my build processes for work. My favorite custom tool lets me compose DS music using my all time favorite music making tool, Impulse Tracker.

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Motivation Upkeep: Friends and Collaboration

639762-423128-thumbnail.jpgMatt Piersall just wrote an incredibly touching post on his blog. It took me a bit by surprise so it's hard to come up a response that does it justice, especially in the public eye. But I'll give it a shot, and talk a bit about the value of having friends to work with as an independent contractor.

It's not easy being out on your own. It's hard to stay motivated when times get tough, and without a kindred spirit to chat with, bounce ideas off of, and help me pull through with great audio at the last minute, it's going to get painful. In fact that's how things were for the first couple years I was in this biz, before I really started meeting other people who do what I do. I only wish I had gotten out there sooner.

Another thing is accountability. When you are working on a project with a friend, you want to pull through and make it happen. Having a teammate can really help you to do good work and be inspired about the project.

For example, I was out visiting Matt in Texas two months ago, and the two weeks I spent there were the most productive I've had...ever. Despite being away from the comforts of my home studio (all I brought was a laptop and headphones!), the sheer energy of the Okratron office kept me going and going. What, it's 8:30 already? Let's grab some dinner.

Another vital part of friendship in collaboration is that game projects are so amorphous. The game you ship is never the game you envisioned when you read the design doc and chatted with the producer the year before. Unexpected things happen and if every contract had to be enforced to the letter, and drawn up ahead of time in detail, the relationship won't work out. Having someone you trust is crucial.

Beyond the trust issue, there is a purely economic benefit to working with friends. It's the human, emotional connection that needs to take place in the "high context" talk of game audio folks. Here's what I mean:

Think about how you talk with your close friends. You can convey a whole emotion in a single gesture, a single sentence, that would take a paragraph to convey to a stranger. It's like a cultural connection, but only shared between two people. There's also the connection of game developers: words you have to experience to understand: Beta. Crunch. QA.

Now game audio pros have an extra level of high context communication at their disposal: Tagged to video. Reference. Placeholder. Slammed. Clipped. Spotting. Zimmer. Textural.

Basically, you can communicate whole concepts through single words. Knowing someone personally takes this to a new level. With Matt, we can cover a whole project milestone in a brief phone call because we've done this together so many times.

When you work on your own, motivation upkeep is the vital. You can visit fan sites, play games, read reviews, revisit classic game soundtracks that got you interested in this line of work, but ultimately you're going to need someone to help you out when times get tough.

It's never a question of whether Matt can handle the work on a new project (he always can). I just hope he always has time to work considering all the AAA titles he's doing lately and will be doing in the future. Nevertheless, even if we weren't collaborating on any titles, we would still have our fireside chats and so forth.

I know this got pretty philosophical and got a bit away from its original point, which is that Matt, you're an awesome friend. Strong bow. Exploding high five.

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Reader Comments (6)

I didn't know he had a blog too. BOOKMARK'D. I'll get a blog set up at some point.

Anyway, that was a touching post. Hopefully I can join you guys on some projects again when I get out there in the big ol' US. It's troublesome being so far away from where it's at.
September 12, 2006 | Unregistered CommenterSteven Velema
You really gotta get into this whole blog thing!

With any luck we'll be working with you again soon... and yeah, you gotta join the party over here in the US!
September 13, 2006 | Registered CommenterIan Stocker
I'm towwwtally setting up a blog at surasshu-sound.com, dude. I hooked it up with a Blogspot thing, and right now, I'm having fun with the design aspect of it (yes, a composer, designing. I know, I had a few drinks before I started it).

Anywah, look forward to it. Or else. <3
September 13, 2006 | Registered CommenterSteven Velema
Great post. It was cool to have you in Dallas.

I need to get my blog tweaked a bit. Mine has issues atm.
September 13, 2006 | Registered CommenterMark Kilborn
I'm still waiting for you to have me come up to do some voiceovers!
September 14, 2006 | Unregistered CommenterL6
"Accountability." Congratulations to you for seeing the gift in the burden. Love always.
September 18, 2006 | Unregistered CommenterMom

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