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<channel>
	<title>Dave Matney : Forward</title>
	
	<link>http://www.davematney.com</link>
	<description>Commentary and insight on my journey into the film and video game industries.</description>
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		<title>Dynamic Interference Sound Design Challenge #1</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/J1TdYkzFOhg/</link>
		<comments>http://www.davematney.com/2010/08/22/dynamic-interference-sound-design-challenge-1/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 04:36:36 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Challenge]]></category>
		<category><![CDATA[Contest]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[FreeSound.org]]></category>
		<category><![CDATA[practice]]></category>
		<category><![CDATA[Social Sound Design]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=297</guid>
		<description><![CDATA[As I mentioned before, this is my entry to Dynamic Interference&#8217;s Monthly Sound Design Challenge. Also, this is the first video with my new logo. Please, any constructive criticism is encouraged. Related posts:Social Sound Design Challenge #1


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/08/15/social-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Social Sound Design Challenge #1'>Social Sound Design Challenge #1</a></li>
</ol>]]></description>
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<p>As I mentioned <a href="http://www.davematney.com/2010/08/15/social-sound-design-challenge-1/">before</a>, this is my entry to Dynamic Interference&#8217;s Monthly Sound Design Challenge.</p>
<p>Also, this is the first video with my new logo.</p>
<p>Please, any constructive criticism is encouraged.</p>
<p><!-- The Embed code for Dynamic Interference Sound Design Challenge - August 2010 Ends here--></p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/08/15/social-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Social Sound Design Challenge #1'>Social Sound Design Challenge #1</a></li>
</ol></p><div class="feedflare">
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		<feedburner:origLink>http://www.davematney.com/2010/08/22/dynamic-interference-sound-design-challenge-1/</feedburner:origLink></item>
		<item>
		<title>Social Sound Design Challenge #1</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/XdhGxwDYZK8/</link>
		<comments>http://www.davematney.com/2010/08/15/social-sound-design-challenge-1/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 01:51:07 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Challenge]]></category>
		<category><![CDATA[Contest]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[FreeSound.org]]></category>
		<category><![CDATA[practice]]></category>
		<category><![CDATA[Social Sound Design]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=292</guid>
		<description><![CDATA[If you&#8217;re a sound designer of any caliber, and you haven&#8217;t heard of Social Sound Design, you better get over there RIGHT NOW. Shaun Farley, a regular at SSD, has started a monthly sound design challenge where he selects the base media, and you sound design around it.  Today marks the release date of the [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/08/22/dynamic-interference-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Dynamic Interference Sound Design Challenge #1'>Dynamic Interference Sound Design Challenge #1</a></li>
<li><a href='http://www.davematney.com/2010/08/07/silent-hill-3-redub/' rel='bookmark' title='Permanent Link: Silent Hill 3 Redub'>Silent Hill 3 Redub</a></li>
<li><a href='http://www.davematney.com/2009/07/31/guerilla-marketing-for-modern-composers-first-things-first/' rel='bookmark' title='Permanent Link: Guerilla Marketing for Modern Composers: First Things First'>Guerilla Marketing for Modern Composers: First Things First</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" title="Social Sound Design Challenge #1" src="http://www.dynamicinterference.com/wp-content/uploads/2010/08/August_2.jpg" alt="" width="383" height="214" />If you&#8217;re a sound designer of any caliber, and you haven&#8217;t heard of <a href="http://socialsounddesign.com/">Social Sound Design</a>, you better get over there RIGHT NOW.</p>
<p><a href="http://www.dynamicinterference.com">Shaun Farley</a>, a regular at SSD, has started a monthly sound design challenge where he selects the base media, and you sound design around it.  Today marks the release date of the <a href="http://www.dynamicinterference.com/2010/08/15/sound-design-challenge-1-starting-with-a-bang/">very first challenge, which he&#8217;s posted on his website</a>.  This is a perfect opportunity for those of you who are still looking for a project to cut your teeth on, so no matter how green you think you are, I suggest you do it.</p>
<p>Watch for my uploaded video in a month or so.</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/08/22/dynamic-interference-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Dynamic Interference Sound Design Challenge #1'>Dynamic Interference Sound Design Challenge #1</a></li>
<li><a href='http://www.davematney.com/2010/08/07/silent-hill-3-redub/' rel='bookmark' title='Permanent Link: Silent Hill 3 Redub'>Silent Hill 3 Redub</a></li>
<li><a href='http://www.davematney.com/2009/07/31/guerilla-marketing-for-modern-composers-first-things-first/' rel='bookmark' title='Permanent Link: Guerilla Marketing for Modern Composers: First Things First'>Guerilla Marketing for Modern Composers: First Things First</a></li>
</ol></p><div class="feedflare">
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		<item>
		<title>Tile Factory</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/1IqoLWNLxxo/</link>
		<comments>http://www.davematney.com/2010/08/11/tile-factory/#comments</comments>
		<pubDate>Wed, 11 Aug 2010 16:16:06 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[GEEX]]></category>
		<category><![CDATA[Jonathon Duerig]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=289</guid>
		<description><![CDATA[I feel kind of bad for not posting this sooner. Jonathon Duerig, a Flash game designer I had the privilege of working with at GEEX (I wrote the Victorian piece for him) has released his Tile Factory game &#8212; a game akin to Pipe Mania, but instead of moving liquid, you&#8217;re moving tiles &#8212; and [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/07/28/oh-wow-youre-still-here/' rel='bookmark' title='Permanent Link: Oh, wow&#8230; you&#8217;re still here.'>Oh, wow&#8230; you&#8217;re still here.</a></li>
<li><a href='http://www.davematney.com/2010/08/04/xacting-siphon-spirit/' rel='bookmark' title='Permanent Link: XACTing Siphon Spirit'>XACTing Siphon Spirit</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<h2><img class="alignleft" title="Tile Factory" src="http://jayisgames.com/cgdc8/images/game16_lg.png" alt="" width="200" height="200" /> I feel kind of bad for not posting this sooner.</h2>
<p>Jonathon Duerig, a Flash game designer I had the privilege of <a href="http://www.davematney.com/2010/08/01/geex-music/">working with at GEEX (I wrote the Victorian piece for him)</a> has released <a href="http://jayisgames.com/cgdc8/?gameID=16">his Tile Factory game</a> &#8212; a game akin to Pipe Mania, but instead of moving liquid, you&#8217;re moving tiles &#8212; and it&#8217;s a pleasant game, for sure.</p>
<p>The reason I&#8217;m mentioning it is because he was the first person to take advantage of, and truly the inspiration for, a service I&#8217;ll be offering soon &#8212; $5 Sound Effects.  Watch for more on that, later.</p>
<p>The $5 Sound Effect I created for him is the sound of the tiles shattering&#8230; when I made it, I hadn&#8217;t heard the rest of the sound pallet, and I&#8217;ve got to agree with Jon when he says it fits the overall sound perfectly.</p>
<p>Give it a play!</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/07/28/oh-wow-youre-still-here/' rel='bookmark' title='Permanent Link: Oh, wow&#8230; you&#8217;re still here.'>Oh, wow&#8230; you&#8217;re still here.</a></li>
<li><a href='http://www.davematney.com/2010/08/04/xacting-siphon-spirit/' rel='bookmark' title='Permanent Link: XACTing Siphon Spirit'>XACTing Siphon Spirit</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
</ol></p><div class="feedflare">
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		<item>
		<title>Silent Hill 3 Redub</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/JkmqN1YmC6A/</link>
		<comments>http://www.davematney.com/2010/08/07/silent-hill-3-redub/#comments</comments>
		<pubDate>Sat, 07 Aug 2010 20:43:58 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[FreeSound.org]]></category>
		<category><![CDATA[SH3]]></category>
		<category><![CDATA[Silent Hill]]></category>
		<category><![CDATA[Sonar]]></category>
		<category><![CDATA[Sony Vegas]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=282</guid>
		<description><![CDATA[Over the next little while, I&#8217;ll probably be posting quite a few sound design videos, as I get things together for my demo reel.  Uploading them early gives me a chance to take any constructive criticism I receive and apply it to the sound design before I render a final version of my reel, and [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/08/22/dynamic-interference-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Dynamic Interference Sound Design Challenge #1'>Dynamic Interference Sound Design Challenge #1</a></li>
<li><a href='http://www.davematney.com/2010/08/15/social-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Social Sound Design Challenge #1'>Social Sound Design Challenge #1</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Over the next little while, I&#8217;ll probably be posting quite a few sound design videos, as I get things together for my demo reel.  Uploading them early gives me a chance to take any constructive criticism I receive and apply it to the sound design before I render a final version of my reel, and I feel like it gives me the best chance for success in the long run.</p>
<p style="text-align: left;">My first video is a redub of the 38th cut scene in <a href="http://en.wikipedia.org/wiki/Silent_Hill_3">Silent Hill 3</a>.  In the video, the protagonist, Heather, finds an unconnected payphone ringing in a rusty locker&#8230; This is only 30 seconds long, but that&#8217;s all I need for what I&#8217;ll be using it for.</p>
<p style="text-align: left;">This is my first attempt at hosting anything on <a href="http://www.vimeo.com">Vimeo</a>, as well as my first rendered video with <a href="http://www.sonycreativesoftware.com/moviestudiope">Sony Vegas Movie Studio HD Platinum 10.0</a> (Seriously, Sony&#8230; shorter software titles PLEASE), and my first use of the <a href="http://www.knufinke.de/sir/sir1.html">free convolution reverb plugin SIR</a>, AND the first thing I mixed / mastered on my new<a href="http://www.sweetwater.com/store/detail/Reveal601p/"> Tannoy 601p monitors</a>.  I&#8217;m not entirely sold on the particular impulse I used in the locker, so that may change as I get closer to my finalized reel.</p>
<p style="text-align: center;">So, without further interruption, I present my SH3 Redub.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=13963957&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" /><embed type="application/x-shockwave-flash" width="400" height="300" src="http://vimeo.com/moogaloop.swf?clip_id=13963957&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><a href="http://vimeo.com/13963957">Silent Hill 3 Redub</a> from <a href="http://vimeo.com/davematney">Dave Matney</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p style="text-align: left;">Constructive criticism is encouraged and appreciated.</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/08/22/dynamic-interference-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Dynamic Interference Sound Design Challenge #1'>Dynamic Interference Sound Design Challenge #1</a></li>
<li><a href='http://www.davematney.com/2010/08/15/social-sound-design-challenge-1/' rel='bookmark' title='Permanent Link: Social Sound Design Challenge #1'>Social Sound Design Challenge #1</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
</ol></p><div class="feedflare">
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		<title>XACTing Siphon Spirit</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/BcauUFEiIeE/</link>
		<comments>http://www.davematney.com/2010/08/04/xacting-siphon-spirit/#comments</comments>
		<pubDate>Wed, 04 Aug 2010 17:07:11 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[xact]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=275</guid>
		<description><![CDATA[This is a tech-heavy post, specifically regarding XNA, XACT, and the in and outs of video game sound design. This post isn&#8217;t for everyone. Up to this point&#8230; All the sound in Siphon Spirit has been implemented using the basic soundEffect.Play(); functions for all the sounds within the game, which has given us &#8212; specifically [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/03/18/time-to-start-taking-myself-seriously/' rel='bookmark' title='Permanent Link: Time to start taking myself seriously.'>Time to start taking myself seriously.</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
<li><a href='http://www.davematney.com/2010/07/28/oh-wow-youre-still-here/' rel='bookmark' title='Permanent Link: Oh, wow&#8230; you&#8217;re still here.'>Oh, wow&#8230; you&#8217;re still here.</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<blockquote>
<p style="text-align: center;">This is a tech-heavy post, specifically regarding XNA, XACT, and the in and outs of video game sound design.<br />
This post isn&#8217;t for everyone.</p>
</blockquote>
<h2><a href="http://www.thebuzzmedia.com"><img class="aligncenter" title="XNA Creators Club" src="http://www.thebuzzmedia.com/wp-content/uploads/2008/11/xbox-live-xna-community-games.jpg" alt="" width="550" height="340" /></a></h2>
<h2>Up to this point&#8230;</h2>
<p>All the sound in <a href="http://www.califergames.com/">Siphon Spirit</a> has been implemented using the basic <em>soundEffect.Play();</em> functions for all the sounds within the game, which has given us &#8212; specifically me &#8212; very little control on the audio within the game.  <strong>Play, stop, loop, and volume &#8212; all with their own quirks and downfalls.</strong> Two audio files played simultaneously would never sync, things looped with an audible seam, and if I wanted to add pitch variations to common sounds, I had to make that many sound files and play them at random.  So, not ideal.</p>
<h2>Luckily for us&#8230;</h2>
<p><a href="http://xna.com/">XNA Game Studio</a> comes with a built in audio engine with far more flexibility and functionality than can be achieved with code alone.  Seamless looping: check. Automatic pitch variation: check. Ability to pan: check.  <strong>Take audio control away from the coder and give it to me, much to his chagrin: check!</strong> And, like everything else XNA, it&#8217;s free.  Not just free to download and use on projects that will never make money, like <a href="http://www.fmod.org">fMod</a> and <a href="http://www.audiokinetic.com/en/products/wwise/introduction">WWise</a>, but free to every XNA project you ever build.</p>
<h2>But&#8230;</h2>
<p>XNA documentation is awful &#8212; Not Microsoft-awful, but awful in general &#8212; and the sections on XACT are less informative than the rest of it.  To figure any of it out, you have to be both a programmer and a sound guy, and you pretty much have to have the code and the audio library open at the same time to get things working correctly.  In our case, that means I work on the audio library at the same time as our programmer, Curtis, implements the code, and we tackle any bugs that pop up via IM, <a href="http://www.dropbox.com">Dropbox</a>, and <a href="http://www.google.com">Google</a> &#8212; because, like I mentioned, XNA documentation sucks, and all of our solutions have actually come from 3rd party / frustrated-user tutorials.  And, like all things Microsoft, sometimes things will work in one build and not in the next, even though nothing was changed.</p>
<h2>So&#8230;</h2>
<ul>
<li>Why not use fMod or WWise? Because we want to make money, but don&#8217;t have the initial flow to pay for licensing.</li>
<li>Why not use the built in sound functions, and just live with it? Two words&#8230; seamless looping.  Actually, scratch that..<strong> more control.</strong></li>
<li>What about *<em>insert other audio middleware / library here*</em>? Because, honestly, I don&#8217;t know of any other.</li>
</ul>
<h2>In conclusion</h2>
<p>XACT will, I believe, reveal itself to be time well spent.  Not only can I put this experience on my resume, but the feel of Siphon Spirit, and any other XNA game I work on will benefit from the headaches I&#8217;m suffering through right now. And it&#8217;s actually really nice to feel like I&#8217;m part of the creative process beyond just the assets  I&#8217;ve been creating.</p>
<h2>And the real reason I wrote this post&#8230;</h2>
<p>Was to link <a href="http://www.luminance.org/code/2009/07/23/simple-dynamic-music-with-xact"><strong>this blog post</strong></a> by Kevin Gadd about simple dynamic audio within XACT.  If I didn&#8217;t find that, everything XACT related would never have made any sense.  If you found this post because you&#8217;re frustrated with XACT, check out that link.</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/03/18/time-to-start-taking-myself-seriously/' rel='bookmark' title='Permanent Link: Time to start taking myself seriously.'>Time to start taking myself seriously.</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
<li><a href='http://www.davematney.com/2010/07/28/oh-wow-youre-still-here/' rel='bookmark' title='Permanent Link: Oh, wow&#8230; you&#8217;re still here.'>Oh, wow&#8230; you&#8217;re still here.</a></li>
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		<title>GEEX Music</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/cbqUwAanYGM/</link>
		<comments>http://www.davematney.com/2010/08/01/geex-music/#comments</comments>
		<pubDate>Mon, 02 Aug 2010 04:16:02 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Music]]></category>
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		<category><![CDATA[Game In A Day]]></category>
		<category><![CDATA[GEEX]]></category>
		<category><![CDATA[hip-hop]]></category>
		<category><![CDATA[Komplete]]></category>
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		<category><![CDATA[Kore]]></category>
		<category><![CDATA[Massive]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=269</guid>
		<description><![CDATA[I only wrote two pieces of music during the GEEX 2010 Game-in-a-day. Considering I had 24 hours to do it, a lot of people would say I did great, but I probably could have pulled off another game if I didn&#8217;t want to actually see the convention. Download audio file (Monster-Race-Music.mp3) The first piece I [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/02/17/huge/' rel='bookmark' title='Permanent Link: Huge!'>Huge!</a></li>
<li><a href='http://www.davematney.com/2009/12/27/one-hour-compostion-pt-1/' rel='bookmark' title='Permanent Link: One Hour Audio pt. 1'>One Hour Audio pt. 1</a></li>
<li><a href='http://www.davematney.com/2009/07/06/electric-tech-hop/' rel='bookmark' title='Permanent Link: Electric Tech-Hop'>Electric Tech-Hop</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>I only wrote two pieces of music during the GEEX 2010 Game-in-a-day.  Considering I had 24 hours to do it, a lot of people would say I did great, but I probably could have pulled off another game if I didn&#8217;t want to actually see the convention.</p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/08/Monster-Race-Music.mp3">Download audio file (Monster-Race-Music.mp3)</a></p>
<p>The first piece I did was for my team&#8230; Have I mentioned I&#8217;m totally in a hip-hop mood, lately?  If this doesn&#8217;t prove it, I don&#8217;t know what does.  Also, I tried to incorporate some Akira Yamaoka style guitar in there.</p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/08/Flash-Camel-Music.mp3">Download audio file (Flash-Camel-Music.mp3)</a></p>
<p>The second piece I did was supposed to be a Victorian Era piece that reminded the player of the sea.  I got to use Bellows by <a href="http://www.detunized.com">Detunized.com</a> in this, and I&#8217;ve gotta say, I&#8217;m really happy with it.</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/02/17/huge/' rel='bookmark' title='Permanent Link: Huge!'>Huge!</a></li>
<li><a href='http://www.davematney.com/2009/12/27/one-hour-compostion-pt-1/' rel='bookmark' title='Permanent Link: One Hour Audio pt. 1'>One Hour Audio pt. 1</a></li>
<li><a href='http://www.davematney.com/2009/07/06/electric-tech-hop/' rel='bookmark' title='Permanent Link: Electric Tech-Hop'>Electric Tech-Hop</a></li>
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<enclosure url="http://www.davematney.com/wp-content/uploads/2010/08/Flash-Camel-Music.mp3" length="2319320" type="audio/mpeg" />
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		<title>Oh, wow… you’re still here.</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/iZ3kVbTrXmc/</link>
		<comments>http://www.davematney.com/2010/07/28/oh-wow-youre-still-here/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 16:38:00 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[Game In A Day]]></category>
		<category><![CDATA[GEEX]]></category>
		<category><![CDATA[MonkeyEgg]]></category>
		<category><![CDATA[sound]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=261</guid>
		<description><![CDATA[Last time we met, it was April &#8212; for those of you who are like me, that last post three months and twenty one days ago &#8212; and I said I&#8217;d give you two blogs that week.  Let&#8217;s pretend I did that, and kept doing that all this time, so there&#8217;s no hard feelings. So, [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
<li><a href='http://www.davematney.com/2010/03/18/time-to-start-taking-myself-seriously/' rel='bookmark' title='Permanent Link: Time to start taking myself seriously.'>Time to start taking myself seriously.</a></li>
<li><a href='http://www.davematney.com/2009/07/31/guerilla-marketing-for-modern-composers-first-things-first/' rel='bookmark' title='Permanent Link: Guerilla Marketing for Modern Composers: First Things First'>Guerilla Marketing for Modern Composers: First Things First</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.davematney.com/2010/04/07/valuing-my-own-time/">Last time we met</a>, it was April &#8212; for those of you who are like me, that last post three months and twenty one days ago &#8212; and I said I&#8217;d give you two blogs that week.  Let&#8217;s pretend I did that, and kept doing that all this time, so there&#8217;s no hard feelings.</p>
<h2>So, what&#8217;s happened since I dropped off the planet?</h2>
<p>Lots, actually, but only a few things are really worth mentioning, and I&#8217;ll do that in bullets, because I&#8217;m feeling neat, tidy, and list-like today.</p>
<ul>
<li><a href="http://www.drawar.com/articles/two-choices-for-rates-and-cheap-isnt-one-of-them/242/">Someone actually validated</a> my <a href="http://www.davematney.com/2009/07/31/guerilla-marketing-for-modern-composers-first-things-first/">least-popular blog</a> where I said you should work for free.  Until I read that, I&#8217;d been wondering if I was all wrong&#8230; now I know I&#8217;m not.</li>
<li><a href="http://www.califergames.com/">Siphon Spirit</a> is going strong, though our release is looking farther and farther away, thanks to feature creep. But it will be awesome, I assure you.  One thing I&#8217;m incredibly happy about is that I&#8217;m getting to use <a href="http://en.wikipedia.org/wiki/Cross-platform_Audio_Creation_Tool">XACT</a> for the first time, and finding it really helpful.</li>
<li>Violet Kiss (the website is down, apparently) was finished &#8212; I may have mentioned that &#8212; and is being submitted to film festivals around the country.  If you&#8217;re interested in seeing it, let me know, and I can try to find out the dates and locations.</li>
<li>I participated in the <a href="http://www.48hourfilm.com/">48 Hour Film Project</a>, and though my team didn&#8217;t win, I had a great time. You can watch the final video <a href="http://vimeo.com/12744453">here</a>, and our practice run <a href="http://vimeo.com/12388579">here</a>.</li>
</ul>
<h2>And now, the bigger news.</h2>
<p>In Salt Lake City, there is a <a href="http://geexshow.com/">gaming and electronics expo called Geex</a> (if you&#8217;re in Utah, are a games publisher, or an electronics manufacturer, you should check it out), where, at the very least, there were a bunch of sweet game tournaments and contests, one of which was a Game-in-a-day, where I wrote music and sound effects for a small number of games (two with music, three with sound effects).  My official team came in third place, and one of the teams I did sound for came in first.</p>
<div class="wp-caption aligncenter" style="width: 363px"><img title="Geex Audio in Gaming Panel" src="http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs064.snc4/34584_1480003593573_1038285285_1981474_3621420_n.jpg" alt="" width="353" height="265" /><p class="wp-caption-text">Rick Bradshaw, Dave Matney, Chance Thomas</p></div>
<p>But that&#8217;s not the big news&#8230; See, at Geex, there were a myriad of panels, one of which was Audio in Games, featuring some pretty big names in the local, and even global, game audio community.</p>
<p>Hosting the panel was Mike Neilsen, from <a href="http://wahoo.com/">Wahoo</a> / <a href="http://www.ninjabee.com/">NinjaBee</a>, who did a great job and kept things rolling.  On the panel with me were Rick Bradshaw, a sound designer from <a href="http://disney.go.com/disneyinteractivestudios/">Disney Interactive</a>, and Chance Thomas, from <a href="http://hugesound.com/">HUGEsound</a>.</p>
<p>My initial thoughts on the panel were that it would be dull, and we&#8217;d have <em>maybe</em> ten people in the crowd, and we&#8217;d probably end up finishing early because of lack of interest.</p>
<p>Boy, was I wrong&#8230; there were probably 20-30 people in the crowd,with every one of them asking incredibly good questions and keeping things moving &#8212; Mike only had to step in a few times to offer new topics.  We were given an hour, but since we were the final panel of the day, we ended up going somewhere between 30-40 minutes over.</p>
<p>The best part of the panel experience, in my opinion, was that there was a mutual respect between us, and we all seemed to really get along.  Though Mike and I only have a few years experience, against Brad and Chance&#8217;s twenty-plus years each, both Mike and I were able to have valuable input, with none of us really taking center stage.  I particularly liked that, for almost every question, the panel would end up discussing it like we were talking over coffee &#8212; someone would ask a question, one panelist would offer their opinion, then turn to the rest of the panel, and we&#8217;d discuss it with each other.  It felt really nice to shoot shop with people who have far more experience and shipped titles under their belts, and not feel like I was the odd man out.</p>
<h2>So, now what?</h2>
<p>Back to working on Siphon Spirit, most likely, as well as a few MonkeyEgg projects that haven&#8217;t really taken off.  I&#8217;m also working on a bid piece for a short horror film, and I should be officially compiling my demo reel over the next couple of weeks.  In the mean time, I&#8217;ll try to update here, more often&#8230; and I&#8217;ll get some music uploaded so you can hear what I did for the Geex Game-in-a-day.</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
<li><a href='http://www.davematney.com/2010/03/18/time-to-start-taking-myself-seriously/' rel='bookmark' title='Permanent Link: Time to start taking myself seriously.'>Time to start taking myself seriously.</a></li>
<li><a href='http://www.davematney.com/2009/07/31/guerilla-marketing-for-modern-composers-first-things-first/' rel='bookmark' title='Permanent Link: Guerilla Marketing for Modern Composers: First Things First'>Guerilla Marketing for Modern Composers: First Things First</a></li>
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		<title>Valuing my own time.</title>
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		<comments>http://www.davematney.com/2010/04/07/valuing-my-own-time/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 18:42:01 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
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		<guid isPermaLink="false">http://www.davematney.com/?p=252</guid>
		<description><![CDATA[Wow&#8230; it&#8217;s been a week and a half since the last time.  Looks like you&#8217;re getting two this week. Why the long break, you ask? (Well, I assume you asked, or will ask)  I&#8217;ve been busy.  Not with writing music, but with playing it. All last week, with the exception of Tuesday and Wednesday (of [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2009/07/28/churches-finale/' rel='bookmark' title='Permanent Link: Churches, Finale'>Churches, Finale</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Wow&#8230; it&#8217;s been a week and a half since <a href="http://www.davematney.com/2010/03/27/i-need-to-learn-to-pace-myself/">the last time</a>.  Looks like you&#8217;re getting two this week.</p>
<p>Why the long break, you ask? (Well, I assume you asked, or will ask)  I&#8217;ve been busy.  Not with writing music, but with playing it.</p>
<p>All last week, with the exception of Tuesday and Wednesday (of which I only remember Tuesday&#8230; no idea what I did mid-week) I was either practicing for, or actually performing, a Good Friday presentation for <a href="http://www.k2thechurch.com/">K2 the CHurch</a>, which was stellar.</p>
<p>Then I took the weekend to recoup, and last night I returned to my sequencers.  Hopefully I&#8217;ll have something to show you by my next blog.</p>
<p>Until then, check out <a href="http://www.myspace.com/mikerut">Mike Rut</a>; he&#8217;s the worship leader and artistic director for K2, and one hell of a guitar player.  It was truly a pleasure to work with him, both recording and performing.</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2009/07/28/churches-finale/' rel='bookmark' title='Permanent Link: Churches, Finale'>Churches, Finale</a></li>
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		<title>I need to learn to pace myself.</title>
		<link>http://feedproxy.google.com/~r/DaveMatney/~3/WaoH7-ZjgB0/</link>
		<comments>http://www.davematney.com/2010/03/27/i-need-to-learn-to-pace-myself/#comments</comments>
		<pubDate>Sat, 27 Mar 2010 21:22:45 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Sound Design]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=240</guid>
		<description><![CDATA[You&#8217;d think that, after last week&#8217;s post, I would have stuck to my guns and not picked up any more projects.  I know I thought that, and I turned out to be wrong.  Not only did I pick up two new projects (the prospect of paid work was too enticing to turn down), but their [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2009/07/28/churches-finale/' rel='bookmark' title='Permanent Link: Churches, Finale'>Churches, Finale</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>You&#8217;d think that, after <a href="http://www.davematney.com/2010/03/18/time-to-start-taking-myself-seriously/">last week&#8217;s post</a>, I would have stuck to my guns and not picked up any more projects.  I know I thought that, and I turned out to be wrong.  Not only did I pick up two new projects (the prospect of paid work was too enticing to turn down), but their turn around times are almost uncomfortably fast.  If I were doing just one fast turn around it would be one thing, but I&#8217;m doing THREE.  I&#8217;ll get stuff done, but I might not get much sleep.</p>
<p>Speaking of getting things done, I&#8217;ve had trouble, lately, writing anything that I feel fits the projects I&#8217;m supposed to be working on.  I don&#8217;t know what it is, but, though I&#8217;m still writing music, nothing seems like it fits.   So,  I&#8217;ve been playing with tons of loops (specifically, <a href="http://cosmod.net/soundbank/">Cosmo D&#8217;s loop pack</a>, which I HIGHLY recommend, and it&#8217;s got me thinking in styles and keys I&#8217;ve been unintentionally avoiding.</p>
<p>So&#8230; without further adieu&#8230; my loops:</p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/03/Versus-1.mp3">Download audio file (Versus-1.mp3)</a></p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/03/Versus-2.mp3">Download audio file (Versus-2.mp3)</a></p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/03/Versus-3.mp3">Download audio file (Versus-3.mp3)</a></p>
<p>These first three were my freshman attempt at really developing anything worthwhile around melodic loops.  I&#8217;ve used rhythmic loops before (and you&#8217;ll see that I use them a bit later, too), but I&#8217;ve always been a bit hesitant with melodic loops.  These three are presented in the order I made them, so you can see my improvements.</p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/03/Wednesday-Loop.mp3">Download audio file (Wednesday-Loop.mp3)</a></p>
<p>As is indicated by the title, I wrote this Wednesday night.  Again, it&#8217;s just loops with a guitar under-track that I threw down, and I really think this is something I could clean up and develop further into a video game track.</p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/03/Wednesday-Loop-2.mp3">Download audio file (Wednesday-Loop-2.mp3)</a></p>
<p>This is the second loop I wrote on Wednesday, and I started moving away from looped drum tracks to programming my own, which I&#8217;m getting more and more comfortable with as time goes on.  Again, I think I could develop this into something good.</p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/03/Wednesday-Loop-3.mp3">Download audio file (Wednesday-Loop-3.mp3)</a></p>
<p>This is the third track I wrote on Wednesday, and I&#8217;m particularly happy with it because it&#8217;s a venture into a style that I&#8217;ve NEVER written in, also, I think it sounds pretty good.</p>
<p><a href="http://www.davematney.com/wp-content/uploads/2010/03/Thursday-Loop-1.mp3">Download audio file (Thursday-Loop-1.mp3)</a></p>
<p>By Thursday, I felt I had pretty much exhausted myself with loops (not entirely true, Cosmo D&#8217;s comes with 3000 loops, so there&#8217;s no way I could really exhaust myself), but I wanted to give it one last go.  I like this track a lot, too, but I don&#8217;t know if I&#8217;ll ever use it for something.</p>
<p>All in all, working with loops is a blast, but it&#8217;s not something I could seriously use as a technique to write a melody (as a counter melody, MAYBE).  Luckily, I think all this play opened up my mind, and I can get back to writing what I need to be writing.</p>
<p>That&#8217;s all for now. ►►</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2009/07/28/churches-finale/' rel='bookmark' title='Permanent Link: Churches, Finale'>Churches, Finale</a></li>
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		<title>Time to start taking myself seriously.</title>
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		<comments>http://www.davematney.com/2010/03/18/time-to-start-taking-myself-seriously/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 17:51:50 +0000</pubDate>
		<dc:creator>Dave Matney</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[composing]]></category>
		<category><![CDATA[Freelancing]]></category>
		<category><![CDATA[practice]]></category>
		<category><![CDATA[sound]]></category>

		<guid isPermaLink="false">http://www.davematney.com/?p=233</guid>
		<description><![CDATA[Recently, I picked up The Complete Guide to Game Audio and I must say, it&#8217;s an amazing book.  It&#8217;s answered just about every question I&#8217;ve had that I couldn&#8217;t find in an article, forum, blog, or otherwise, and I highly recommend it.  But this isn&#8217;t a book review, this is a realization. The realization that [...]


<strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2009/07/31/guerilla-marketing-for-modern-composers-first-things-first/' rel='bookmark' title='Permanent Link: Guerilla Marketing for Modern Composers: First Things First'>Guerilla Marketing for Modern Composers: First Things First</a></li>
<li><a href='http://www.davematney.com/2010/08/04/xacting-siphon-spirit/' rel='bookmark' title='Permanent Link: XACTing Siphon Spirit'>XACTing Siphon Spirit</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/Complete-Guide-Game-Audio-Second/dp/0240810740"><img class="alignright" title="The Complete Guide to Game Audio" src="http://ec1.images-amazon.com/images/P/0240810740.01._SX220_SCLZZZZZZZ_.jpg" alt="The Complete Guide to Game Audio" width="220" height="272" /></a>Recently, I picked up <a href="http://www.amazon.com/Complete-Guide-Game-Audio-Second/dp/0240810740">The Complete Guide to Game Audio</a> and I must say, it&#8217;s an amazing book.  It&#8217;s answered just about every question I&#8217;ve had that I couldn&#8217;t find in an article, forum, blog, or otherwise, and I highly recommend it.  <strong>But this isn&#8217;t a book review, this is a realization.</strong> The realization that I wasn&#8217;t taking myself, or my future as a career composer / sound designer, seriously.</p>
<p>In fact, I was treating it as a pipe dream &#8212; something that would be nice to have, but not something I could ever get.  And that was effecting everything I was doing outside the actual music and sound design.</p>
<p>Once I realized it, I made a vow to myself and the world (via my <a href="http://www.twitter.com/matneyx">Twitter account</a>):</p>
<blockquote><p>[Dave Matney] will be living entirely off money made through music and sound design by 2013.</p></blockquote>
<p>On January 16th, 2013, I will be turning 30, and I don&#8217;t want to be the 30 year old that doesn&#8217;t at least have a foot in the door toward the career of his dreams.  The career I&#8217;ve been working toward since I was six years old when  I first started writing goofy little songs on my mom&#8217;s piano. (Sure, I wanted to be a rock star, but, in 1989, I didn&#8217;t know people even made video games, I just thought they existed.)</p>
<p>So, I need to make some changes.</p>
<h2>First off, I&#8217;m done working for free.</h2>
<p>I&#8217;ve advocated working for free in the past, despite all evidence to the contrary, and I&#8217;m now realizing that I was wrong.  With few exceptions (Open Source projects, for example, where everything is strictly voluntary, or one-time personal favors), no one should ever work for free. <strong>Even if you&#8217;re working for a church or other non-profit, you can still get a letter of charitable contribution, which is a tax write off.</strong></p>
<p>So, it comes down to this: If the person I&#8217;m doing the project for is getting paid, and/or if anyone else working on the project is getting paid, <strong>I am getting paid.</strong> I understand each project is different &#8212; students don&#8217;t have the kind of money a corporation has, and some projects pay on the back end instead of up front &#8212; but the fact of the matter is <strong>I have worked twenty-one years of my life toward this goal, and I deserve it.</strong></p>
<h2>Second, I&#8217;m done taking on new work until my demo reels are complete.<strong></strong></h2>
<p>I have enough experience, and almost enough footage, to put together a demo reel.  So, as I polish off my plate I will begin the process of putting together my demo reels, both for sound design and music.  I need to show the world that I am worth what I am charging.</p>
<h2>Finally, I will be overhauling my site, and blogging regularly.</h2>
<p>My brother and I have been kicking around ideas for this site since I started it, and that&#8217;s been keeping me from moving forward with business cards and such, as I&#8217;ve been waiting to get everything properly, and uniformly, branded.  So, when I roll out my completed demo reel, I will roll out a new site.</p>
<p>In the mean time, and even after then, I will be blogging regularly.  Not every day, but I will promise at least weekly updates.  I won&#8217;t be don&#8217;t weekly links, and sometimes my weekly updates will be slightly anorexic, but there will be a weekly touch down from me.  Probably every Friday.</p>
<p><strong>All in all, I think these are the best moves for me, my family, and my career.</strong> And, like I said, by my 30th birthday, I will be living entirely off money generated from music and sound design (and, if possible, game design and game writing, but that&#8217;s not my focus.)</p>
<p>Here&#8217;s to moving forward. ►►</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.davematney.com/2009/07/31/guerilla-marketing-for-modern-composers-first-things-first/' rel='bookmark' title='Permanent Link: Guerilla Marketing for Modern Composers: First Things First'>Guerilla Marketing for Modern Composers: First Things First</a></li>
<li><a href='http://www.davematney.com/2010/08/04/xacting-siphon-spirit/' rel='bookmark' title='Permanent Link: XACTing Siphon Spirit'>XACTing Siphon Spirit</a></li>
<li><a href='http://www.davematney.com/2010/02/02/global-game-jam-2010/' rel='bookmark' title='Permanent Link: Global Game Jam, 2010'>Global Game Jam, 2010</a></li>
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