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Game of Themes
33 minutes | Mar 28, 2017
Franchise Composition, part 2 (ft. Kazuma Jinnouchi)
We continue our discussion with guests @KazumaJinnouchi (Halo 5) and @MarkGriskey (#StarWars The Old Republic). We touch on the differences in scheduling between a franchise score and a new IP, as well as some thoughts about working in-house as a staff composer vs. working as a freelance contractor.
28 minutes | Mar 15, 2017
Franchise Composition, part 1 (ft. Kazuma Jinnouchi & Mark Griskey)
We speak with @KazumaJinnouchi (Halo 5, Metal Gear Solid 4) and @MarkGriskey ( #StarWars The Old Republic, Prince Caspian, Kinect #Disneyland) about working as a #composer for a new title within an established game or film franchise.
30 minutes | Dec 12, 2016
E3 Special: Working with Live Performers (ft. Austin Wintory and Kristin Naigus)
We speak with @AustinWintory (Journey, Abzu, Assassin’s Creed: Syndicate) and @KristinNaigus (#woodwind multi-instrumentalist) about the process of finding and working with #liveperformers. We also discuss the unique challenges of working with a very small, soloistic ensemble in a #gamescore.
38 minutes | Dec 5, 2016
Genre and Style (ft. Richard Jacques)
Our guest @RichardJacques (Sonic the Hedgehog series, Starship Troopers, LittleBigPlanet 2) discusses musical style, evolution of #genres within the #gameindustry, and the problem of stylistic-diversity vs. focus within one’s own career.
29 minutes | Nov 28, 2016
MIDI Realization and Music Technology, part 2 (ft. Gerard Marino)
Continuing our conversation with @GerardMarino (God of War series) about #MIDI realization, focusing on sketching process, MIDI editing techniques and tricks, differences between live and sampled #orchestration, and modern innovations in #musictechnology.
22 minutes | Nov 21, 2016
MIDI Realization and Music Technology, part 1 (ft. Gerard Marino)
Chatting with our guest @GerardMarino (God of War series) about why accurate #sampled #orchestration is important even when scoring live, writing for #orchestra vs writing for #samples, tech specs and the evolution of PC music technology.
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