Fractured Space Steam sale

Now’s a good time to pick up Fractured Space, 25% off. The good people at Steam have it all over the front page of their US store which is nice. Meanwhile the team keeps working away adding new content, fixing bugs, improving performance and using analytics data to balance and refine gameplay.

Fractured Space on Steam Early Access

Fractured Space, by Edge Case Games, my latest (and still very much in progress) project goes live on Steam Early Access today.

Edge Case’s model of “open development” is quite an eye-opener for me – involving the community in development from very early on, well before even this early release; releasing to Early Access at a point in development when traditionally you’d be many months away from the public’s first glimpse of the product. It’s scary in a way – work in progress exposed with all its flaws, and the internet sure can be cruel – but also invigorating. Real people are playing and feeding back and we can respond.

Welcome to the future!

(Sound Design & Audio Programming by Hornet Sound)

Risk announced

Ubisoft and Hasbro have recently announced the Hasbro Game Channel, including Risk – the game I’ve been working on for the last few months.

I’m responsible for all music, sound design and audio programming. The Game Channel trailer doesn’t show any of that but more Risk content will be coming soon.

http://blog.ubi.com/hasbro-game-channel-monopoly-risk-trivial-pursuit/

Brian Reitzell on the music of Hannibal

I absolutely loved the music in the series Hannibal. It’s as disturbing and disorienting as the content of the show, full of alien tones and textures and creepy as hell. For me it’s a great example of the lines between sound design and music being blurred for atmospheric effect – in this case taking the viewer inside the ever more disordered mind of a central character.

This interview with the composer, Brian Reitzell, is a great read.

 

Powerstar Golf DLC course announced

Microsoft Studios unveiled the new Powerstar Golf course “Coyote Canyon” at PAX, you can see some of their play through videos below. I’ll add some footage that doesn’t have talking all over it once it becomes available.

I did the sound design (ambience, environmental sound and set pieces) and music (“western” themed course/tee flyovers and “on the green” tension cues, expanding on Richard Jacques’ excellent score for the original release). Fun with harmonica and banjo!

New music project underway

I started a new music project this week. I can’t give any details yet but it’s a game for a major publisher on multiple console platforms (some that have been around a while, and others that haven’t!) It’s a project that I have a particular affinity for so I was delighted to get the nod.

It’ll be out later this year and hopefully I’ll be able to share more details in a couple of months.

BAFTA Jury 2014 – Original Music

Now that this year’s BAFTAs have happened I’m allowed to say I was a juror for the Original Music category. I’m not allowed to say how I voted obviously, but having been involved a few times in recent years I thought the standard was particularly high this year. Bioshock Infinite took the prize on the night, and excellent it was too.

I particularly liked how they wove together disparate elements to support the world – original music ranging from tender emotional cues to big clattering rackets, alongside all sorts of borrowed elements, creatively worked in, and with a healthy streak of humour too.

Here’s the big moment, showing the full shortlist. I love the huge cheers you hear for Tearaway, which I thought was an off-kilter masterpiece.