It is interesting to see how much technology enables and hinders us. In the past year, we have seen tablets become the newest “it” gadget, 3D televisions without the need of glasses, and even cyber shot cameras with 3D capabilities. We have seen the story of how one of the largest social networking sites began and we have mourned the passion of one of the greatest men in technological development and marketing.
Saturday, December 17, 2011
Sunday, December 4, 2011
Making the Team: Your Business is more than a Financial Investment
With the rapid expansion of gaming, more and more people are looking to create their own gaming companies. These new businesses normally begin because of the need in their specific market. Though one of the biggest concerns in any start-up business venture is the need for financial investors, it is also important to have the right mix of people investing and working for your business.
Friday, November 18, 2011
Organizing Your Business Plan
We are approaching the end of many months of research, putting together a detailed business plan with the help of industry experts, market research, and financial analysis. Last month, I posted a blog reviewing some industry experts in business planning and development. This blog will detail how I have used their advice to further development my own plans.
Sunday, October 30, 2011
Value of a Business Plan
As we dive into the business plan development portion of our studies, we review advice from some experts this week when it comes to writing business plans. From Executive Summaries to company descriptions and legal status, writing a business plan does not have to be overwhelming, especially when you break it down by each component. When you get through the basics, the next part is about knowing your industry and available market share.
Saturday, October 15, 2011
How to be Successful in the Gaming Industry

Saturday, October 1, 2011
Designing Audio by Mobile Device
One of the people I follow on Twitter provided a link this week to an article published in June about the popular video game sound design software “FMOD” being available for Android systems. I found the article interesting as it details what FMOD is and how it presents a modern solution to interactive audio production. It also describes Android as “an open operating system for mobile devices by Google.”
Sunday, September 18, 2011
Social Networking’s Free Marketing Plan
My brother’s band recently released an album and to help promote their music, they are offering a free download when you tweet about the offer. This is a great way for new musicians to get their music to a bigger audience. It is normally pretty easy to give away things for free, so why not get people talking about your product, service, etc. with a simple tweet or Facebook post? This also helps businesses, bands, or even production companies gain better insight about what they are offering by tracking the popularity of the free item. If several people are interested in a free download, you can gain an idea of their response to a full album release, pricing the album appropriately for the audience and the artist.
Saturday, September 17, 2011
Is it the Game or the Gamer?
A recent article posted by USAToday suggests that the issues around video games begin with the player, not the content. Studies are now showing that the focus should be on each player’s personality. If your child is already one that is aggressive and violent, those kinds of video games may only encourage those actions, which is why those players should limit their violent video game content. Several studies are being conducted about the affect of video games on their players. Patrick Markey of Villanova (Pa.) University presented his research at a meeting of the American Psychological Association. "Video games are not simply good or bad for everybody," he says. "But for some individuals who have certain dispositions, if they play video games they're much more likely to be negatively affected." (Jayson, Sharon.)
Sunday, August 28, 2011
Legal Resources for the Entertainment World
For the purpose of this blog, I will be reviewing a few podcasts I had the opportunity to listen to in regards to entertainment law. Gordon P Firemark, Esq.’s monthly podcasts provide brief summaries and discussions of current entertainment law issues. You can subscribe to his podcasts and view recent cases discussed here: http://www.entertainmentlawupdate.com/
Saturday, August 6, 2011
Legalities of the Video Game Industry
As the video game industry continues to be a growing market, its controversies seem to be developing with along with the technology. However, the industry is still considered “new,” its issues around creating and enforcing laws seem to be more complicated.
Cory Doctorow will be presenting at the Siggraph 2011 conference this month, further detailing these issues. He said he will “get into some of the questions about how you would design copyright policies and systems that actually pay artists instead of ones that just put snitch chips in all our devices” (Kyllo, Blaine.) We have seen what unpreparedness has done to the music industry as they continue to try to develop new ways to create consistent revenue streams. If we do not develop the proper laws to protect this industry, they will be in danger of the same fate the music industry suffered and is continuing to try to recover. According to Doctorow, “copyright law should provide a set of rules and policies that ensure the public gets access to the widest range of works, creators aren’t held over a barrel by publishers, and publishers aren’t handcuffed by vendors or intermediaries” (Kyllo, Blaine.)
Last month, Mark Methenitis wrote about the legal issues around “obscene content” in a recent ruling. Methenitis explains that the decision made followed case law, not bending, breaking or adjusting any rules around media content. I do agree with the statements that the parents ultimately have the control around what content their children are exposed to and can help prevent this exposure with parental controls. But was the analysis of the first amendment used to keep things where they are or help technology progress even further? Again I think we need to start digging deeper into the future and possibilities of these new media outlets to help us determine the how laws will be impacted.
Finally, I would like to discuss the recent data privacy breach with Sony. In April this year, hackers were able to pull personal data, including credit card numbers, from over 100 million Sony users. This breach has left several people and companies questioning the idea of “cyberinsurance” to protect against identity theft (Burkowitz, Ben.) Unfortunately, these data breaches are not uncommon, which is why this instance is stirring the debate around insurance policies. Who knew that participating in an online community could cost you your identity? Now, Sony is looking to its insurance provider to help cover the damages for their customers, but they continue to receive push back.
Again, we see how important it is for us to start planning for the future of these new media outlets. We need to protect our products and services, as well as our consumers. This protection may come in the way of new laws, updated analysis of the first amendment, or even new insurance policies to protect company assets and consumer information. Either way, we need to be making projections with this new media to be ahead of the game instead of behind the curve.
Berkowitz, Ben. Sony data breach : Sony insurer sues to deny data breach coverage Data of more than 100 million users hacked in April. Reuters July 22, 2011.
Kyllo, Blaine. Copyright; Cory Doctorow talks copyright ahead of SIGGRAPH 2011 keynote in Vancouver. August 2, 2011
Methenitis, Mark. 1st amendment rights on obscene games; LGJ: On Brown v. Entertainment Merchants Assn.. Jul 4th 2011 6:45PM.
Cory Doctorow will be presenting at the Siggraph 2011 conference this month, further detailing these issues. He said he will “get into some of the questions about how you would design copyright policies and systems that actually pay artists instead of ones that just put snitch chips in all our devices” (Kyllo, Blaine.) We have seen what unpreparedness has done to the music industry as they continue to try to develop new ways to create consistent revenue streams. If we do not develop the proper laws to protect this industry, they will be in danger of the same fate the music industry suffered and is continuing to try to recover. According to Doctorow, “copyright law should provide a set of rules and policies that ensure the public gets access to the widest range of works, creators aren’t held over a barrel by publishers, and publishers aren’t handcuffed by vendors or intermediaries” (Kyllo, Blaine.)
Last month, Mark Methenitis wrote about the legal issues around “obscene content” in a recent ruling. Methenitis explains that the decision made followed case law, not bending, breaking or adjusting any rules around media content. I do agree with the statements that the parents ultimately have the control around what content their children are exposed to and can help prevent this exposure with parental controls. But was the analysis of the first amendment used to keep things where they are or help technology progress even further? Again I think we need to start digging deeper into the future and possibilities of these new media outlets to help us determine the how laws will be impacted.
Finally, I would like to discuss the recent data privacy breach with Sony. In April this year, hackers were able to pull personal data, including credit card numbers, from over 100 million Sony users. This breach has left several people and companies questioning the idea of “cyberinsurance” to protect against identity theft (Burkowitz, Ben.) Unfortunately, these data breaches are not uncommon, which is why this instance is stirring the debate around insurance policies. Who knew that participating in an online community could cost you your identity? Now, Sony is looking to its insurance provider to help cover the damages for their customers, but they continue to receive push back.
Again, we see how important it is for us to start planning for the future of these new media outlets. We need to protect our products and services, as well as our consumers. This protection may come in the way of new laws, updated analysis of the first amendment, or even new insurance policies to protect company assets and consumer information. Either way, we need to be making projections with this new media to be ahead of the game instead of behind the curve.
Berkowitz, Ben. Sony data breach : Sony insurer sues to deny data breach coverage Data of more than 100 million users hacked in April. Reuters July 22, 2011.
Kyllo, Blaine. Copyright; Cory Doctorow talks copyright ahead of SIGGRAPH 2011 keynote in Vancouver. August 2, 2011
Methenitis, Mark. 1st amendment rights on obscene games; LGJ: On Brown v. Entertainment Merchants Assn.. Jul 4th 2011 6:45PM.
Sunday, July 24, 2011
Napster: Still Alive and Streaming
I had the opportunity to have dinner with the Senior Director of Global Content Operations for Napster. If you are not currently aware, Napster is now currently under the Best Buy umbrella, offering the ultimate digital music package, unlimited on-demand music streaming, via any PC or certain Internet connected TVs and home audio devices, as well as downloadable songs for one's permanent collection playable on any MP3 compatible device, including iPod®, iPhone®, and all music-enabled mobile phones.
She has been in the music digital distribution industry for over 12 years, starting at Universal Music Group as an associate director. She got involved in the industry because of the relationship she had with a friend who was currently doing the job she took over. She happened to be moving back into town as her friend was leaving and she very quickly adapted to the position, proving her leadership abilities, and succeeding in the role. With her current role at Napster, she is very involved with the future of digital distribution, helping set the tone for international laws and expectations. We discussed the opportunities that Napster currently presents with their streaming services and iTunes/Pandora similarities in platforms, which seems to provide a more affordable service on both fronts.
As I asked about the future of Napster and their digital content, we further entertained the digital distribution service, similar to Netflix, CinemaNow. CinemaNow is a digital entertainment service, also run by Best Buy, that offers instant access to an extensive library of premium video content for rental or purchase, including new release movies and TV shows, with no subscription required. Through the service, customers can seamlessly access content on a wide range of Internet-connected devices, including TVs, Blu-Ray Disc players and PCs from multiple manufacturers.
I then began to tell her about the research I am doing into video game digital distribution as well as my projections for how this service could be profitable. She suggested I talk with one of the analysts to get additional information about the licensing process and how things work for both Napster and CinemaNow to further understand the revenue stream.
Our relationship is only beginning and we plan to continue a monthly rhythm discussing the future of digital content, career development, and our personal lives. I am very grateful for the passion and intensity Jean has around solving for our customers and providing a complete solution for not just now, but also the future.
She has been in the music digital distribution industry for over 12 years, starting at Universal Music Group as an associate director. She got involved in the industry because of the relationship she had with a friend who was currently doing the job she took over. She happened to be moving back into town as her friend was leaving and she very quickly adapted to the position, proving her leadership abilities, and succeeding in the role. With her current role at Napster, she is very involved with the future of digital distribution, helping set the tone for international laws and expectations. We discussed the opportunities that Napster currently presents with their streaming services and iTunes/Pandora similarities in platforms, which seems to provide a more affordable service on both fronts.
As I asked about the future of Napster and their digital content, we further entertained the digital distribution service, similar to Netflix, CinemaNow. CinemaNow is a digital entertainment service, also run by Best Buy, that offers instant access to an extensive library of premium video content for rental or purchase, including new release movies and TV shows, with no subscription required. Through the service, customers can seamlessly access content on a wide range of Internet-connected devices, including TVs, Blu-Ray Disc players and PCs from multiple manufacturers.
I then began to tell her about the research I am doing into video game digital distribution as well as my projections for how this service could be profitable. She suggested I talk with one of the analysts to get additional information about the licensing process and how things work for both Napster and CinemaNow to further understand the revenue stream.
Our relationship is only beginning and we plan to continue a monthly rhythm discussing the future of digital content, career development, and our personal lives. I am very grateful for the passion and intensity Jean has around solving for our customers and providing a complete solution for not just now, but also the future.
Saturday, July 16, 2011
Harry Potter: A Life Changing Experience...
Harry Potter is certainly a hot topic across the world as the movie franchise has now released the final chapter in story. Fans dressed up as their favorite characters while others chose more "adult" versions of what you'd expect to see roaming the halls of Hogwarts. I do not consider myself an avid fan. In fact, it took me several years of nagging from my younger sister to even read one of the books in the series. That's all it took though. The first book had me pulled in and I knew I was ready to read the entire series. I read it in a different light though, seeing many of these characters already on the big screen, but aware of the way these stories impacted the lives of those around me.
My youngest sister had always been the "wild child." Taking what she wanted, requesting things others had only thought about, and truly coining my mom's phrase, "If you don't ask, you don't get."She was loud, and very easily misunderstood as she acted in the now. I was in high school and she was in middle when she dove so deep in love with the place where even the odd kids were accepted. Harry Potter got her through some of our darkest days as a family. I remember having to convince her that the way things had worked back in Iowa had nothing to do with her. I defended the idea that a chid should not be told what fiction is okay to read. Our imagination is what pushes us forward in technological advancements, helping us find cures to diseases, developing tools to make tasks more efficient and ultimately pushing the envelope of science and creativity. I know she continues to feel some guilt towards the outcomes, but it truly had nothing to do with her or her book choice.
In fact, it was this series that lead her to a group of friends as she started a new chapter of her life, high school in Colorado. She was given a chance to be herself for once. Not live in the shadow of me or her other older sister, but instead, she created her own path. She found her voice in writing fan fiction and drawing. She found her talent in singing and performance, which led her to Azusa Pacific University. Here, she discovered her own Hogwarts. Her bitterness and anger she seemed to store in high school began to fade away as she understood how accepted she is for being herself.
I know that with the close of the box office on this film, she sees a large piece of her life coming to a close. Yes, there is a theme park and a new online interactive experience soon, but nothing can change the connection she was able to make with Harry, Ron, Hermione and the rest of the gang. Just as these stories have changed the lives of the actors and actresses in the films, so have they changed the life of my little sister. As we have seen the visual effects develop, so have I seen my sister embrace who she is with confidence and grace. You didn't just impact my sister, you helped impact film.
Thank you J.K Rowling, for your imagination inspiring stories that didn't just touch the life of my sister, you helped shape her into the young woman she is now and I am grateful.
It's more than a successful franchise...
Mischief Managed
My youngest sister had always been the "wild child." Taking what she wanted, requesting things others had only thought about, and truly coining my mom's phrase, "If you don't ask, you don't get."She was loud, and very easily misunderstood as she acted in the now. I was in high school and she was in middle when she dove so deep in love with the place where even the odd kids were accepted. Harry Potter got her through some of our darkest days as a family. I remember having to convince her that the way things had worked back in Iowa had nothing to do with her. I defended the idea that a chid should not be told what fiction is okay to read. Our imagination is what pushes us forward in technological advancements, helping us find cures to diseases, developing tools to make tasks more efficient and ultimately pushing the envelope of science and creativity. I know she continues to feel some guilt towards the outcomes, but it truly had nothing to do with her or her book choice.
In fact, it was this series that lead her to a group of friends as she started a new chapter of her life, high school in Colorado. She was given a chance to be herself for once. Not live in the shadow of me or her other older sister, but instead, she created her own path. She found her voice in writing fan fiction and drawing. She found her talent in singing and performance, which led her to Azusa Pacific University. Here, she discovered her own Hogwarts. Her bitterness and anger she seemed to store in high school began to fade away as she understood how accepted she is for being herself.
I know that with the close of the box office on this film, she sees a large piece of her life coming to a close. Yes, there is a theme park and a new online interactive experience soon, but nothing can change the connection she was able to make with Harry, Ron, Hermione and the rest of the gang. Just as these stories have changed the lives of the actors and actresses in the films, so have they changed the life of my little sister. As we have seen the visual effects develop, so have I seen my sister embrace who she is with confidence and grace. You didn't just impact my sister, you helped impact film.
Thank you J.K Rowling, for your imagination inspiring stories that didn't just touch the life of my sister, you helped shape her into the young woman she is now and I am grateful.
It's more than a successful franchise...
Mischief Managed
Saturday, July 9, 2011
Interactive Storytelling
USAToday recently published an article from the associated press about how video games are changing. It’s becoming more than a means of entertainment, but also a place for visual and audio artists to display their work. As video games create more buzz with new technology, the article focuses on this art form luring in new audience members.
Now, video games are able to develop characters who evolve with the decisions made by the players. “It's an attempt to interest new customers and reverse a decline in video game sales as the maturing business fights for people's attention in the face of new devices such as the iPad.” (Ryan Nakashima, Associated Press) Players are now asked to make moral decisions, which shape the path or evolve the outcome of their game. Upcoming games such as Bioshock Infinite and Star Wars: The Old Republic tap into this vein.“With the recent Supreme Court decision protecting violent games as free speech, it's more appropriate than ever for games to have more of a message.”
The article also notes the drop in video game console sales since 2008, but we must also consider that fact that there as not been a new console out since then. Businessweek's video game industry blog posted an article; Spending on Gaming to Exceed $74 Billion in 2011,which differs from Associated Press's projection for the industry to by flat over last year with an expected increase of 10.4%. With rumors of a new XBOX system as well as Wii U and Sony’ enhancements to PS3, I would expect that we will see this number rise.
"From indie games to more mainstream offerings, in the next decade or so we are going to be seeing a greater diversity in subject matter," said Scott Steinberg, the chief executive of video game consulting company TechSavvy Global. "The selection of games will more closely resemble your selection of movies."
For this reason, I think it is even more important that we focus on the direction this technology is going. A-list actors, writers, and directors are increasingly participating in the industry, lending their voices, faces, and ideas to the medium. Understanding the needs of this audience helps us create the right product. By providing a streaming service for these games, we would be able to maximize the target audience and potential revenue growth for the industry, not to mention the advancements in audio and video quality as a streaming medium that would benefit even the independent film or video game maker.
Now, video games are able to develop characters who evolve with the decisions made by the players. “It's an attempt to interest new customers and reverse a decline in video game sales as the maturing business fights for people's attention in the face of new devices such as the iPad.” (Ryan Nakashima, Associated Press) Players are now asked to make moral decisions, which shape the path or evolve the outcome of their game. Upcoming games such as Bioshock Infinite and Star Wars: The Old Republic tap into this vein.“With the recent Supreme Court decision protecting violent games as free speech, it's more appropriate than ever for games to have more of a message.”
The article also notes the drop in video game console sales since 2008, but we must also consider that fact that there as not been a new console out since then. Businessweek's video game industry blog posted an article; Spending on Gaming to Exceed $74 Billion in 2011,which differs from Associated Press's projection for the industry to by flat over last year with an expected increase of 10.4%. With rumors of a new XBOX system as well as Wii U and Sony’ enhancements to PS3, I would expect that we will see this number rise.
"From indie games to more mainstream offerings, in the next decade or so we are going to be seeing a greater diversity in subject matter," said Scott Steinberg, the chief executive of video game consulting company TechSavvy Global. "The selection of games will more closely resemble your selection of movies."
For this reason, I think it is even more important that we focus on the direction this technology is going. A-list actors, writers, and directors are increasingly participating in the industry, lending their voices, faces, and ideas to the medium. Understanding the needs of this audience helps us create the right product. By providing a streaming service for these games, we would be able to maximize the target audience and potential revenue growth for the industry, not to mention the advancements in audio and video quality as a streaming medium that would benefit even the independent film or video game maker.
Saturday, June 18, 2011
Competition in the Digital World?
My first interview choice was postponed due to scheduling so I decided to take advantage of the training I was attending this week and ask some questions about the video game market for Best Buy.
It is no news that retailers are focusing on the video game market. At E3, we saw the introduction of the PS Vita (Sony) and the Wii U (Nintendo). As for XBOX’s big release, I think that was more about the next addition to the Halo franchise with Halo 4 as well as more titles for Xbox Kinect and a slimmer version of the Xbox console. For the Top 10 releases from E3, check out: E3 Top 10.
With more news of other gaming retailers acquiring companies with digital distribution models, it becomes even more important that actual stores capture customer loyalty and revenue with those shopping.
This week I spoke shortly with one of the Project Managers for Best Buy who has worked with their Musical Instrument team, Media, and now their Video Game initiative. My goal was to get a clearer answer on what Best Buy might be doing to compete with retailers like Game Stop. He mentioned that right now, the focus is on becoming more knowledgeable in the video game department and the first strategy is landing the selling culture in the stores.
Continuing our conversation, I asked if Best Buy had any plans in expanding into the digital distribution world. This is where we started talking about the negotiation piece. He informed me that they are currently in talks with an entertainment software company about providing digital services. The two companies have been going back and forth in the negotiation process, which is why digital content is becoming more of a focus.
Without revealing too much information, there are a few different things happening. First, while they are in negotiations, there might be some issues separating the people from the problem. With one specific retailer trying to collaborate with a specific software company, there will always be concerns about how other companies in specific industries will react to this partnership. No one wants to lose business, or their status/reputation. The other is Best Buy’s current backup plan, offering more “gaming cards/points” for games through Xbox live, Nintendo or PS3. You have to have a BATNA and right now, I do not see if as a full back up plan as it is not a permanent solution to the problems on the table, but it does still provide a revenue stream and involves more than the on company they are currently in negotiation with. The goal to any negotiation is mutual benefit. At this point, it sounds like that has not been clearly defined for both parties, causing a delay in the agreement.
I cannot stress the importance of digital distribution in the gaming realm. As I spoke with new gaming associates about my graduate business plan for video game console digital distribution, I had several people give me additional ideas and even ask if they could work for me if I can make this business happen.
Video game console digital distribution is coming sooner than I think anyone is willing to admit. Much like the music industry, if these big companies do not jump on the digital distribution expansion, they will be gone faster than free Napster. It sounds like Best Buy is slowly getting there, but Game Stop and GameFly have officially made more steps in that direction than the number one consumer electronics retailer.
It is no news that retailers are focusing on the video game market. At E3, we saw the introduction of the PS Vita (Sony) and the Wii U (Nintendo). As for XBOX’s big release, I think that was more about the next addition to the Halo franchise with Halo 4 as well as more titles for Xbox Kinect and a slimmer version of the Xbox console. For the Top 10 releases from E3, check out: E3 Top 10.
With more news of other gaming retailers acquiring companies with digital distribution models, it becomes even more important that actual stores capture customer loyalty and revenue with those shopping.
This week I spoke shortly with one of the Project Managers for Best Buy who has worked with their Musical Instrument team, Media, and now their Video Game initiative. My goal was to get a clearer answer on what Best Buy might be doing to compete with retailers like Game Stop. He mentioned that right now, the focus is on becoming more knowledgeable in the video game department and the first strategy is landing the selling culture in the stores.
Continuing our conversation, I asked if Best Buy had any plans in expanding into the digital distribution world. This is where we started talking about the negotiation piece. He informed me that they are currently in talks with an entertainment software company about providing digital services. The two companies have been going back and forth in the negotiation process, which is why digital content is becoming more of a focus.
Without revealing too much information, there are a few different things happening. First, while they are in negotiations, there might be some issues separating the people from the problem. With one specific retailer trying to collaborate with a specific software company, there will always be concerns about how other companies in specific industries will react to this partnership. No one wants to lose business, or their status/reputation. The other is Best Buy’s current backup plan, offering more “gaming cards/points” for games through Xbox live, Nintendo or PS3. You have to have a BATNA and right now, I do not see if as a full back up plan as it is not a permanent solution to the problems on the table, but it does still provide a revenue stream and involves more than the on company they are currently in negotiation with. The goal to any negotiation is mutual benefit. At this point, it sounds like that has not been clearly defined for both parties, causing a delay in the agreement.
I cannot stress the importance of digital distribution in the gaming realm. As I spoke with new gaming associates about my graduate business plan for video game console digital distribution, I had several people give me additional ideas and even ask if they could work for me if I can make this business happen.
Video game console digital distribution is coming sooner than I think anyone is willing to admit. Much like the music industry, if these big companies do not jump on the digital distribution expansion, they will be gone faster than free Napster. It sounds like Best Buy is slowly getting there, but Game Stop and GameFly have officially made more steps in that direction than the number one consumer electronics retailer.
Friday, May 20, 2011
The Digital Distribution Train Keeps Rolling
The competition for digital distribution in the video game market continues to grow. Now, GameFly may be acquiring direct2Drive.
GameFly is a video game service very similar to Netflix before their digital distribution model, offering media content (video game discs) straight to your door with a prepaid envelope for return to their distribution centers. Subscribers can hold on to the games for any length of time as long as the subscription is kept active.
The move by GameFly is very similar to GameStop’s recent news, acquiring a business that deals with digital distribution. By offering this service, it can increase the company’s revenue and drive profitability.
Much like other digital distribution models for video games, Direct2Drive incorporates digital distribution for Macs and PCs. It seems like more and more gaming distributors/retailers are focusing on digital distribution. Another computer game streaming service, OnLive, does not offer a download service but rather game “rentals,” and purchasing services.
As I continue to research this industry, I am starting to think that I may need to approach a company with my business plan once it is complete. There is still no discussion on streaming console games wirelessly through your specific console. Most of these models seem to be based on computer games. Fortunately, for what I am developing, we will be able to push technology even further.
In June, I am scheduled to meet with the Sr. Director of Global Content Operations for Napster. I will most likely document my interview with her here. I also hope to discuss digital content and the possibilities for the gaming world. This business plan is looking more and more like a solution.
GameFly is a video game service very similar to Netflix before their digital distribution model, offering media content (video game discs) straight to your door with a prepaid envelope for return to their distribution centers. Subscribers can hold on to the games for any length of time as long as the subscription is kept active.
The move by GameFly is very similar to GameStop’s recent news, acquiring a business that deals with digital distribution. By offering this service, it can increase the company’s revenue and drive profitability.
Much like other digital distribution models for video games, Direct2Drive incorporates digital distribution for Macs and PCs. It seems like more and more gaming distributors/retailers are focusing on digital distribution. Another computer game streaming service, OnLive, does not offer a download service but rather game “rentals,” and purchasing services.
Standard retailers and digital distributors are seemingly scrambling to figure out where the digital/physical retail space is heading as consumer tastes shift to social experiences, lower prices, and lighter loads on the desktop/notebook/mobile device. With GameFly moving into the digital distribution space, GameStop moving into the digital and on-demand space, Steam investigating the mobile space, and Nintendo gearing up to launch a new console, 2011 and 2012 looks to bring a huge wave of change in how gamers consume their favorite titles. (http://www.tomshardware.com/news/GameFly-Direct2Drive-IGN-GameStop-OnLive,12791.html)
As I continue to research this industry, I am starting to think that I may need to approach a company with my business plan once it is complete. There is still no discussion on streaming console games wirelessly through your specific console. Most of these models seem to be based on computer games. Fortunately, for what I am developing, we will be able to push technology even further.
In June, I am scheduled to meet with the Sr. Director of Global Content Operations for Napster. I will most likely document my interview with her here. I also hope to discuss digital content and the possibilities for the gaming world. This business plan is looking more and more like a solution.
Friday, May 6, 2011
Is Apple Getting an Audio Upgrade?
The past few days, there has been a lot of talk about Tomlinson Holman being hired by Apple to develop some sort of audio enhancement. Apple is regularly very secretive about their product developments, which is why this news comes as not so much of a surprise, but rather peaks the interest of those in audio. First tweeted by @leolaporte, "I have it on good authority that Tomlinson Holman (of THX fame) is joining Apple to run audio. Major upgrade."
Tom was chief electrical engineer at Advent Corporation, maker of the Apt/Holman preamplifier, and was at Lucasfilm Ltd for 15 years, winding up as the company's Corporate Technical Director and where he developed the THX Sound System and its companions the Theater Alignment Program, Home THX, and the THX Digital Mastering program.
“Tom Holman has always pushed the envelope of sound”(thmlabs.com.) Lucas gave him a year to study audio from on-set to the theater experience in turn developing Skywalker Sound’s state of the art audio mixing rooms. “ Realizing that this could change the way moviegoers experienced feature films, Lucas and the soon-to-be THX team designed a certification program to go beyond the walls of Skywalker Ranch. Thus, THX was born, and made available to movie audiences to coincide with the release of Lucas’ next film, “Star Wars Episode VI: Return of the Jedi" (THX.com)
Holman’s company, TMH Corporation, creates entertainment technology. They “provide solutions to industry-wide problems, make things that have never before existed, set world standards, and pioneer new markets" (tmhlabs.com) From the current business plan I am working on for my master’s in entertainment business, I too am developing entertainment technology, but my means of digital content.
I own Holman’s book on Surround Sound as it was used as a the text for a surround sound class I took at the University of Colorado Denver. After reading this news, I am certainly excited to see what Apple has in store. Though I have been talking about developing HD quality/surround sound streaming for video game content, I would not be surprised if this is the kind of project that Holman is assigned. Other possibilities include Apple developing their own HDTV, other something to do with the “theater” experience.
http://news.cnet.com/8301-27076_3-20059790-248.html
http://www.tmhlabs.com/about/about.html
http://www.thx.com/about-us/the-thx-story/
Tom was chief electrical engineer at Advent Corporation, maker of the Apt/Holman preamplifier, and was at Lucasfilm Ltd for 15 years, winding up as the company's Corporate Technical Director and where he developed the THX Sound System and its companions the Theater Alignment Program, Home THX, and the THX Digital Mastering program.
“Tom Holman has always pushed the envelope of sound”(thmlabs.com.) Lucas gave him a year to study audio from on-set to the theater experience in turn developing Skywalker Sound’s state of the art audio mixing rooms. “ Realizing that this could change the way moviegoers experienced feature films, Lucas and the soon-to-be THX team designed a certification program to go beyond the walls of Skywalker Ranch. Thus, THX was born, and made available to movie audiences to coincide with the release of Lucas’ next film, “Star Wars Episode VI: Return of the Jedi" (THX.com)
Holman’s company, TMH Corporation, creates entertainment technology. They “provide solutions to industry-wide problems, make things that have never before existed, set world standards, and pioneer new markets" (tmhlabs.com) From the current business plan I am working on for my master’s in entertainment business, I too am developing entertainment technology, but my means of digital content.
I own Holman’s book on Surround Sound as it was used as a the text for a surround sound class I took at the University of Colorado Denver. After reading this news, I am certainly excited to see what Apple has in store. Though I have been talking about developing HD quality/surround sound streaming for video game content, I would not be surprised if this is the kind of project that Holman is assigned. Other possibilities include Apple developing their own HDTV, other something to do with the “theater” experience.
http://news.cnet.com/8301-27076_3-20059790-248.html
http://www.tmhlabs.com/about/about.html
http://www.thx.com/about-us/the-thx-story/
Thursday, April 28, 2011
Do What you Love & Love what You Do
There's a heartache I fight when I'm not in the studio. In the several places I've lived, schools I've attended, locations I've worked, there's always that initial "new" feeling that seems to overcome me the first time I'm in a new place. In studios it's quite different. It's not that awkward "unknown place" feeling. I feel comfortable, like I'm home, and my heart is happy to just be in a place where I find so much joy.
As an assistant, I run reports, create spreadsheets, scorecards and dashboards, use more math formulas than I ever really thought I would, and analyze... everything to find a why and a solution.
But in a studio, I create, develop, transform, and tell stories with sound effects, sound design, dialog, and music. I enhance an image and give the world a theatrical experience. I get to use my creativity, my education, my experiences, and analytical skills for something that truly makes me proud to say this is what I do.
I've been in Burbank for almost a year. I've emailed several studios about internships, assistantships, and apprenticeships a few times. I've volunteered at events and have sat in on sessions, taking notes and asking questions, wondering when I would have a chance to just be in a studio and learn from the people doing what I want to do. I just want to be home, just be in a studio. And let me just say, the Brits tell me I make a great cup of tea.
When I was asked to work on a feature, I jumped on the opportunity. More recently I was worried that this was just another dream... until today. This is really going to happen and I'm really excited. I will be cutting sound effects, but it also sounds like might do some mixing.
Audio post is where work is not a chore or just a paycheck, but a creative environment where innovation in the audio industry can be developed... and your tomfooleries can actually create some pretty awesome sounds.
As an assistant, I run reports, create spreadsheets, scorecards and dashboards, use more math formulas than I ever really thought I would, and analyze... everything to find a why and a solution.
But in a studio, I create, develop, transform, and tell stories with sound effects, sound design, dialog, and music. I enhance an image and give the world a theatrical experience. I get to use my creativity, my education, my experiences, and analytical skills for something that truly makes me proud to say this is what I do.
I've been in Burbank for almost a year. I've emailed several studios about internships, assistantships, and apprenticeships a few times. I've volunteered at events and have sat in on sessions, taking notes and asking questions, wondering when I would have a chance to just be in a studio and learn from the people doing what I want to do. I just want to be home, just be in a studio. And let me just say, the Brits tell me I make a great cup of tea.
When I was asked to work on a feature, I jumped on the opportunity. More recently I was worried that this was just another dream... until today. This is really going to happen and I'm really excited. I will be cutting sound effects, but it also sounds like might do some mixing.
Audio post is where work is not a chore or just a paycheck, but a creative environment where innovation in the audio industry can be developed... and your tomfooleries can actually create some pretty awesome sounds.
Saturday, April 16, 2011
Roger Ebert: Without a Voice and Louder than Ever
Roger Ebert is an inspiration, not only to those interested in film, but in all aspects of the entertainment industry. His determination to keep sharing with the world his reviews and knowledge, even without an audible voice, is a prime example of pursuing your passion and overcoming obstacles. I have known people with big dreams but when it comes to working around the obstacles, they are not willing to make the sacrifices or adjustments to achieve their passion. Ebert has not only continued to pursue his passion, but with the development of a “personalized” computer voice, he is also helping advance computer/audio technology. Social networking has helped create a new voice for Ebert, inspiring others to never give up on doing what you love.
In this video from TED.com, Roger Ebert discusses how he lost his voice, but also, how he gained an even larger audience by the power of social networking sites. Instead of using the Alex Apple voice, Ebert had three people close to him read his words. The first was his wife, Chaz. She details the complications with Ebert’s surgeries, including the ruptured artery that could have ended Ebert’s life. After several failing surgeries, Ebert was left without his jaw, no longer able to use any vocal capabilities. He first wrote several notes and then soon transitioned to the computer-generated voice, but with Apple’s release of Alex, there was more of a natural flow.
Ebert continues that you do not really put much value on your voice until it is gone, making him feel distant from the human mainstream. Chaz suggested using old recordings from interviews and commentaries to create a personalized computer voice. A company in Scotland took on the challenge of creating the first voice to sound like a person. The flow is not as natural and the company is still working to improve it, while Ebert continues to use Apple’s Alex.
“Only after we learn to pass knowledge from one generation to the next, does civilization become possible.” -Roger Ebert
Follow him on Twitter: @ebertchicago
Check out his blog: http://rogerebert.suntimes.com/
Sunday, April 10, 2011
Motion Picture Editors Guild
I would really like to become part of the Motion Picture Editors Guild out here in the Los Angeles area. They help negotiate to protect their members’ safety and well being from producer exploitation. Being newer to this industry, I think it is important to have a negotiation partner who knows what the expectations are for pay rate in my profession. The benefits of being a member include health and pension plans as well as practice facilities and training courses to stay up to date with current software and technology.
Their health plan is rated as one of the best plans in the country, paid entirely by producer contributions. Benefits include comprehensive medical, hospital, prescription drug, vision, dental and life insurance coverage. In addition, contracted wellness programs offer you preventive screenings and educational programs.
They offer two pension plans, The Motion Picture Industry Pension Plan (Pension Plan), and the Motion Picture Industry Individual Account Plan (IAP). Both are funded 100% through employer contributions. The Pension Plan provides a fixed monthly benefit payable for the Participant’s lifetime after retirement.
Their post production practice facilities feature the most modern equipment, popular software, a comprehensive library and access to online training programs. While they offer training courses at participating facilities are also available to members in good standing. The cost for these training courses is subsidized, but many of the facilities waive the cost entirely. Providing a place to further develop skills and practice your craft is an enticing benefit to becoming a member.
The union also offers plenty of networking opportunities and mixers as well as special screenings to members. They offer all prospective union employers 24/7 access to the Guild’s database of members’ resumes. The database search results include the member’s name, contact information, resume, skills, and references. Providing editors with an opportunity to share their skills with a broader audience.
Their website offers detailed instructions for application procedures, initiation fees, and making appointments to join as well as breakdowns of pay rates for each role. Now, if I can just get a few projects that qualify for the hours necessary to become a member, I will also be able to take advantage of these great benefits.
Saturday, April 9, 2011
The MPAA: Analyzing the Movie Business
“The Motion Picture Association of America, Inc. (MPAA), together with the Motion Picture Association (MPA), serves as the voice and advocate of the American motion picture, home video and television industries in the United States and around the world. MPAA's members are the six major U.S. motion picture studios: Walt Disney Studios Motion Pictures; Paramount Pictures Corporation; Sony Pictures Entertainment Inc.; Twentieth Century Fox Film Corporation; Universal City Studios LLC; and Warner Bros. Entertainment Inc. They are a proud champion of intellectual property rights, free and fair trade, innovative consumer choices, freedom of expression and the enduring power of movies to enrich and enhance people's lives.”
By setting the industry expectation, the MPAA is able to provide accurate market trends for films and their accompanying audiences. According to the MPAA, overall box office dollars for US and International markets have shown 25% growth over the last 4 years. Fifteen percent of that is from the United States and Canada alone. Last year, all films released outside the U.S. and Canada increased by 13%. Unfortunately, there was no additional revenue growth at the box office from 2009-2010 in the U.S. and Canada. This is not uncommon as there was also no revenue growth from 2006-2007. I think this speaks a lot about the current economic state of our country. History tells us that entertainment in the form of film has been one the forms of entertainment that thrived even during the Depression, but that does not necessarily mean that there is revenue growth.
3D films received a very large boost in growth of 2221% over the past five years, with 91% growth from 2009-2010 alone. Last year did see a dip in attendance, though I would imagine with the several 3D films and sequels due out this year, we may see the average attendance increase. Many films released in 3D were animated films, directed towards younger audience, which explains why 2-17 year olds make up the peak audience of 3D films. This also relates to the increase in parents worrying about the affects of 3D television and films on children’s sight.
Moviegoers are expected to attend an average of 6 films per year. In 2010, that equated to 1.3 billion tickets sold. Females dominate the young adult demographic of moviegoers ages 18-24, as well as senior viewers aged 50 or older. Males dominate the midrange from 25-49 years old. I would like to think this could be a result of women dating older men, contributing to the shift in female and male viewers from ages 18-39. Overall, it seems that women attended more films from 2009-2010. Looking at the top 25 films released last year, they seemed less pointed towards the male adult demographic. With the several action and superhero movies due out this year, I would expect this might actually switch for 2011.
In comparison to sports events and theme parks, cinemas remained on top for attendance. Even though ticket prices increased by an average of 39 cents, it still remains the most affordable means of family entertainment. In the past 4 years, there has been a decrease in attendance by about 5%, which I strongly believe is due to digital distribution. Some distributors offer films on premium cable channels that same day they are released in theaters. Moviegoers can also wait until the film is available On Demand, on Netflix or some other streaming device to play instantly at their leisure.
The data that the MPAA provides helps these major studios analyze their current, future and even past production successes to determine necessary adjustments to be more profitable at the box office. The partnership that the MPAA has developed with the 6 major studios will help shape the future of how films reach their intended audience. The MPAA also provides up to date government filings available online. One of their recent articles includes details about what they are trying to do to decrease online theft on websites. I would expect that the MPAA would help develop better digital watermarking to prevent illegal use of films, protecting the intellectual property rights of those who own them.
Saturday, March 19, 2011
Voiceover Artists and Animators: Future careers for young teens
I am a firm believer that to be successful in post-production, whether that’s audio, video or animation, you have to continue learning. You have to have the ability to adapt to the changes in technology, helping this form of art progress into the future. I found two interesting articles about post-production; voiceover work and animation.
The first is an after school program for teens launched by Voice Over There and Voicebank.net, encouraging careers in voiceover. They offer a 4 week course and at the end of the term, the students compete for the chane to record a commercial and comedy sketch for a trailer for the company. They currently have 20 schools involved in the program and hope to expand to 60 or more over the next 3 years.
The program not only helps develop public speaking skills but also teaches students about the recording process. I think this is a great way to further expand technology in schools and I can only hope that it would help contribute to music programs in schools. For additional information on the competition, click here
Voicebank.net collaborates with producers, directors, ad agencies, talent agencies, and actors providing a one-stop shop when it comes to voice over talent and booking.
Voice Over There is a mobile voice over booth. Having a mobile booth provides the ability to be on set, recording ADR when the conditions on location cannot capture a quality audio performance.
Continuing on the subject of education, Escape Studios is opening a campus in Los Angeles. They are currently developing their advisory board, which includes members of Pixar and Sony Imageworks.
It seems like more and more these days, college is never enough to actually pursue a career in film, television, audio or even animation. The hope that Escape seems to ignite is mentorship with the instructors and advisory board members, helping develop the future of the animation industry."We pride ourselves on having direct contact with the VFX industry and incorporating their insight and feedback into our training programs," said Dom Davenport, CEO and founder of Escape Studios. "I am delighted to welcome this caliber of industry talent and experience to our advisory board and look forward to working with them to make our US campus the best it can possibly be.
"It's an honor to be part of Escape Studio's advisory board and influence the academy's direction and training offerings, especially when it comes to new VFX and 3D technologies," said John Leonti, the co-head of 3D at The Mill's Los Angeles office. To read more about this, click here
I am excited to see how this campus is able to benefit the future of the animation industry. Maybe they can partner with the voiceover competition for an animated short.
The first is an after school program for teens launched by Voice Over There and Voicebank.net, encouraging careers in voiceover. They offer a 4 week course and at the end of the term, the students compete for the chane to record a commercial and comedy sketch for a trailer for the company. They currently have 20 schools involved in the program and hope to expand to 60 or more over the next 3 years.
The program not only helps develop public speaking skills but also teaches students about the recording process. I think this is a great way to further expand technology in schools and I can only hope that it would help contribute to music programs in schools. For additional information on the competition, click here
Voicebank.net collaborates with producers, directors, ad agencies, talent agencies, and actors providing a one-stop shop when it comes to voice over talent and booking.
Voice Over There is a mobile voice over booth. Having a mobile booth provides the ability to be on set, recording ADR when the conditions on location cannot capture a quality audio performance.
Continuing on the subject of education, Escape Studios is opening a campus in Los Angeles. They are currently developing their advisory board, which includes members of Pixar and Sony Imageworks.
It seems like more and more these days, college is never enough to actually pursue a career in film, television, audio or even animation. The hope that Escape seems to ignite is mentorship with the instructors and advisory board members, helping develop the future of the animation industry."We pride ourselves on having direct contact with the VFX industry and incorporating their insight and feedback into our training programs," said Dom Davenport, CEO and founder of Escape Studios. "I am delighted to welcome this caliber of industry talent and experience to our advisory board and look forward to working with them to make our US campus the best it can possibly be.
"It's an honor to be part of Escape Studio's advisory board and influence the academy's direction and training offerings, especially when it comes to new VFX and 3D technologies," said John Leonti, the co-head of 3D at The Mill's Los Angeles office. To read more about this, click here
I am excited to see how this campus is able to benefit the future of the animation industry. Maybe they can partner with the voiceover competition for an animated short.
Saturday, March 5, 2011
Production Sound and a Greener Initiative.
As I continue into the world of audio post-production, I decided to take a look into the side that provides content to the studio and spend some time in production sound. At UCDenver, I had one class that had some production sound, post production I. I do not have much experience on set, but I think the best way to understand the filmmaking process is to understand what happens in both production and post. Communication is key in making sure projects are completed on time and understanding how your production sound mixer works and organizes tracks will make the post production workflow that much easier.
Yesterday, I had the opportunity to spend a day on set with Paul Marshall, CAS. Paul has been working in production sound since the early 1990’s from documentaries, short films, and television; Paul’s experience expands from being a boom operator, production sound mixer, director and even producer. I had several questions about processes and how things worked from beginning to end or the production process. Paul was great, not only answering my questions but also providing me with stories and situations explaining why certain measures are taken. Paul’s boom operator is also named Paul, and he gave me some tips on the importance of being detail oriented. Paul and Paul are also business partners who are developing greener solutions for production sets.
As more and more studios and productions look for way to save on expenses, Paul and his team have developed a greener solution for keeping phones, laptops and other electronic devices charged throughout the shoot, without eating into other power devices, Solar on Set. Their ray catcher is able to catch sunrays and provide solar power to their charging station. They also have it equipped with 4G wifi to provide locations with Internet connectivity, giving even producers the ability to check their email on location. Their website is still in the development phases and will soon look a little different.
Overall, it was a great opportunity to see a production sound team at work and how they are trying to contribute to the greener campaigns many people and companies are now employing.
Saturday, February 19, 2011
47th Annual Cinema Audio Society
This evening is the 47th Annual Cinema Audio Society Awards and I am very excited to be a part of it.
The Cinema Audio Society (CAS) consists of Sound Mixers and Associates from the Film and Television Industries. The Society was founded to create a proper channel of communication between the related sound crafts and between those instrumental to the production and distribution of film and television soundtracks. Throughout the year, the CAS holds seminars and educational meetings, inviting industry professionals, students, and other guests to join in on these discussions. Not only is it a great networking opportunity, but also a chance to learn from others and understand different perspectives within the industry.
This year, nominees in the Motion Picture category include:
Black Swan
Production Mixer
Ken Ishii, CAS
Re-recording Mixers
Dominick Tavella, CAS
Craig Henighan
Inception
Production Mixer
Ed Novick
Re-recording Mixers
Lora Hirschberg
Gary A. Rizzo
Shutter Island
Production Mixer
Petur Hliddal
Re-recording Mixers
Tom Fleischman, CAS
The Social Network
Production Mixer
Mark Weingarten, CAS
Re-recording Mixers
Ren Klyce
David Parker
Michael Semanick, CAS
True Grit
Production Mixer
Peter F. Kurland, CAS
Re-recording Mixers
Skip Lievsay, CAS
Craig Berkey, CAS
Greg Orloff, CAS
To see the full list, follow this website: http://www.cinemaaudiosociety.org/index.php
I don't think there are really any assumed wins, so this evening should be a good one. Tomorrow, I will post the winners.
Updated: to find a full list of winners and interviews please click here: http://soundworkscollection.com/2011cas
The Cinema Audio Society (CAS) consists of Sound Mixers and Associates from the Film and Television Industries. The Society was founded to create a proper channel of communication between the related sound crafts and between those instrumental to the production and distribution of film and television soundtracks. Throughout the year, the CAS holds seminars and educational meetings, inviting industry professionals, students, and other guests to join in on these discussions. Not only is it a great networking opportunity, but also a chance to learn from others and understand different perspectives within the industry.
This year, nominees in the Motion Picture category include:
Black Swan
Production Mixer
Ken Ishii, CAS
Re-recording Mixers
Dominick Tavella, CAS
Craig Henighan
Inception
Production Mixer
Ed Novick
Re-recording Mixers
Lora Hirschberg
Gary A. Rizzo
Shutter Island
Production Mixer
Petur Hliddal
Re-recording Mixers
Tom Fleischman, CAS
The Social Network
Production Mixer
Mark Weingarten, CAS
Re-recording Mixers
Ren Klyce
David Parker
Michael Semanick, CAS
True Grit
Production Mixer
Peter F. Kurland, CAS
Re-recording Mixers
Skip Lievsay, CAS
Craig Berkey, CAS
Greg Orloff, CAS
To see the full list, follow this website: http://www.cinemaaudiosociety.org/index.php
I don't think there are really any assumed wins, so this evening should be a good one. Tomorrow, I will post the winners.
Updated: to find a full list of winners and interviews please click here: http://soundworkscollection.com/2011cas
Saturday, February 12, 2011
Sound Cloud
I found a blog earlier this week detailing the growing rate of users taking part in the Sound Cloud. One of the more difficult details with working on audio projects is the amount of space audio files take up, making it difficult to email files to clients. Most facilities will use an FTP site/server, giving their clients a login to access their specific projects.
In my own personal experience, I've used FTP servers, iDisk, Dropbox and A-Drive to upload files for projects. Unfortunately, with the more common applications like Dropbox, it can take hours and even days to upload files depending on size and quantity.Trying to share entire ProTools session is a completely different story. My suggestion there is to use an FTP server.
The sound cloud works with any audio format but you can also record straight to the site. You can see the waveform and those you share it with can insert comments at specific locations of the waveform. It seems to be the ultimate collaboration tool for music and audio files, as well as a means of receiving feedback with an unbiased opinion. I would not be surprised to see this expand even further to allow session sharing with comment capabilities. There are some great groups on the site that allow you to connect with other members. I joined the sound effects group, where I can listen to and comment on other members recordings, but can also share my own sound effects.
The sound cloud now gives the client and other users the ability to make comments, receiving almost instant feedback, so that they can update the audio file to reflect the expectations of the client, leaving everyone in the project satisfied. It will be interesting to see how this site continues to develop.
Sunday, February 6, 2011
Sound Design Competition
Show off your sound design chops to four industry leaders: Scott Martin Gershin (Star Trek, Hellboy 2, Chronicles of Riddick, American Beauty),Charles Deenen (Need for Speed, Fast & Furious 1 and 2), David Farmer(Lord of the Rings Trilogy, King Kong, The Incredible Hulk, The Arrival), andTom Ozanich (Kill Bill: Vol. 2, The Incredible Hulk, Speed Racer, 2 Fast 2 Furious).
Here’s how it works:
- Download the clip from Need for Speed: Shift 2 Unleashed™ (courtesy of Electronic Arts) and sound effects (courtesy of Hollywood Edge).
- Using plugins in the Waves Sound Design Suite*, design the sound for the clip. You may also use your DAW's native processing tools, but only the sound effects provided here.
- Upload your submission hereYou'll need a free Vimeo account.
Once you have your Vimeo account set up, return to this page to submit your video to the competition.
There are a couple of ground rules:
You must use Waves Sound Design Suite plugins - the more the better.
When uploading your video, use the 'description' field to tell us which plugins you used, on which effects, and how.
No more than one entry per person.
*If you don't already own the Waves Sound Design Suite, you can download Waves Sound Design Suite demo and use it for the competition. If you've already demoed it, call Waves Tech Support at +1-865-909-9200 ext. 1, and they'll give you a special 7-day demo extension.
**If you already own Sound Design Suite, you may choose an alternative prize in the form of a bundle or upgrade of equivalent value.
The Waves Sound Design Competition will run
from February 1st until February 28th 2011, and the winner
will be announced shortly thereafter.
Learn more about Sound Design at designingsound.org
**If you already own Sound Design Suite, you may choose an alternative prize in the form of a bundle or upgrade of equivalent value.
The Waves Sound Design Competition will run
from February 1st until February 28th 2011, and the winner
will be announced shortly thereafter.
Learn more about Sound Design at designingsound.org
Read more:http://www.waves.com/content.aspx?id=11322#ixzz1DCsXJKp5
Saturday, February 5, 2011
What is Audio Post?
As this blog is directed towards post production, I thought a post about what Audio Post is would be fitting.
From Foley to ADR and even production dialog, sometimes I find it difficult to fully explain the craft and art in these specific processes so I thought I would post the following from the professionals...
What is Audio Post Production?
Audio post production is the general term for all stages of production happening between the actual recording in a studio and the completion of a master recording usually referring to audio that is synchronized with video, creating the soundtrack for moving images. As soon as moviemakers realized there was a way to control and enhance the sound of their pictures, Audio Post was born and has been a fact of life ever since. This applies to TV, cinema, video games and commercials. Nowadays, it would be difficult to find any feature film or television show (or video game) that hasn't been through audio post.
(The above bold/italicized is taken from; Bruce C. Nazarian, MPSE, Revised by Scott G.G. Haller, MPSE - description of Audio Post Production on the MPSE website - linked to the title.)
From Foley to ADR and even production dialog, sometimes I find it difficult to fully explain the craft and art in these specific processes so I thought I would post the following from the professionals...
What is Audio Post Production?
Audio post production is the general term for all stages of production happening between the actual recording in a studio and the completion of a master recording usually referring to audio that is synchronized with video, creating the soundtrack for moving images. As soon as moviemakers realized there was a way to control and enhance the sound of their pictures, Audio Post was born and has been a fact of life ever since. This applies to TV, cinema, video games and commercials. Nowadays, it would be difficult to find any feature film or television show (or video game) that hasn't been through audio post.
(The above bold/italicized is taken from; Bruce C. Nazarian, MPSE, Revised by Scott G.G. Haller, MPSE - description of Audio Post Production on the MPSE website - linked to the title.)
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A few props I used on a Foley session for: A Complex Villainelle |
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