Friday, August 13, 2010

Industry Report #5

Since we postponed discussion of Game Audio, this week's industry report is a freebie. Everyone gets full-credit for Industry Report #5. You will report on Game Audio in Industry Report #6, due Week 7.

2 comments:

  1. Chung, Erick
    August 12, 2010
    Industry Report week 6

    Gaming Industry

    The name and brief description of the career option.

    I decided to do another episode of gaming career report. This time I will be choosing the career in recoding/mix engineer. Recording or mix engineer tend to take on projects that require you to do vocal overdubs in control rooms, tracking a string quartet in control rooms, and mix tracks of audio in control rooms. The book states that it is normal for engineer to take on three roles or more at the same time for companies. The engineer tend to ensure that the technical outcome of the recoding aligns with the requirements of the project. Any last minute changes or final steps to the changes for master may also take place with engineers. The engineer tend to report the producer and must satisfy the producer with his work.

    A summary of the pros and cons, personal traits necessary for success, entry-level requirements, etc.

    Accoding to the textbook, it is important for you to be creative and have the drive to complete your project. Often, people in general in the gaming market must be creative to create more interesting images that can be displayed to the general public and have the ability to solve problems to make that creativity come alive. Another trait to have is to be collaborative and flexible with your talent. Because it is a team project, you are required to do a lot of team work. If you do not work well with people, this will be a difficult field for you. Lastly, it is important for you to communicate with your colleagues and boss. Your boss or people from different department may come to you to create certain sound or feel to a track and it is important for you to understand them and make that happen.

    You can always enter the field in engineering through internship, through educational placement program by attending a vocational school or audio universities. You can be an outside supplier and network your way into the industry or provide freelancing option as a way to get into the industry.

    Overall, stress comes from deadlines and having to meet the requirements set by certain time. In addition, if your producer says that he has invested millions of dollars to make sure certain part of your job needs to get done and you don’t finish it, it is going to be hell for you to deal with. One unusual aspect of being an engineer is that you can have months at a time off instead of just going to work nine to five Monday to Friday. And its because you are given a project that requires you to start and end rather then always doing a certain cycle of work. But the lighter side is that you are working in a stimulating environment, you can obtain outstanding bonuses through the achievements of game’s success and it is a securable job that does require a lot of skill.

    An examination of whether or not this career is a good fit.

    I do not see myself doing this kind of work because I really want to pursue my career in making music of some sort but the engineering part does sound good to me because I can possibly apply to music side of engineering by creating changes to the track like the way the game engineers do.

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  2. Mike Valadez

    Industry Report 5 (extra credit i guess? OH WELL! I'll do it again next week if I mess up too, just in case)

    1. The gaming industry, which is in charge of the compositions/soundtrack choice, sound effects, just overall sound everywhere!

    2. A summary of the pros and cons, personal traits necessary for success, entry-level requirements, etc.
    The pro's, to me, would be the ability to see gameplay before the game comes out, the fun in experimenting and playing with sound and to fun of working with automations.
    The negatives feel like they would be the glitches in video games, the time necessities invested in the folly or the main compositions and the deadlines and the automation glitches and possible dead sound fx.
    I feel in order to do this job, I think you have to have at least some experience in sound engineering and manipulation, creativity and an ear for and towards sound, recording/mixing/mastering experience and lots of free time.

    3. An examination of whether or not this career is a good fit.
    I do feel, so far, that this would be a good career for me. I love doing movie compositions and playing with automations and would be willing to give folly/sound effects a shot. It just all seems so exciting and awesome to play the game you made the music for.

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