Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MusicMike

Pages: [1]
Podcasts / Re: Member ideas for podcast tag lines
« on: May 11, 2006, 09:28:04 am »
Wow, how did I miss this conversation! You know the music on your site? I have it in my iTunes! I love it!

What?  iTunes?  Call my lawyers!

Just kidding.  They're too expensive to call anyway.  Thank you for the kind words.

Podcasts / Re: Member ideas for podcast tag lines
« on: May 09, 2006, 09:22:14 am »
haha.. would that be you Mike?  ;)

Well... well I.... gosh, now that I think about it... it *was* me!  I had completely forgotten!

Podcasts / Re: Member ideas for podcast tag lines
« on: May 09, 2006, 12:28:29 am »
Man, whoever originally came up with the idea of doing those tag lines sure was a creative genius.

Podcasts / Re: Episode 10 Posted
« on: May 05, 2005, 07:46:36 pm »
hey Mike,
I have a couple questions,
if I were to hire you to produce music for my pretend game. would I pay you a flat fee, x amount per track, or x amount per hours of work you do?
and whats the next game you are working on?

Hi DevilMachine,

I just signed a non-disclosure agreement today about my current project, so (as is often the case) I can't say anything about it other than it looks pretty cool.  :)

As for questions about my services, feel free to drop me an email.  mike at .


Podcasts / Re: Episode 10 Posted
« on: May 01, 2005, 02:43:25 pm »
I have a couple quick questions for Mike Shapiro: How long is the average piece of in-game music that you've made across your career? Does the length vary depending on the type of game?

Hi Zealousy,

There's no uniform length for a cue.  (Cue == film and game music speak for single piece of music.)  It really depends on the project, the application, and, if doing live music, the budget.  The in-game ambient cues in EE2 were between 30 seconds and a minute-or-so long - though those weren't meant to loop.  The cut-scene music was often longer; the intro animation/trailer ran around three minutes or so.


Podcasts / Psi-5 Trading Company
« on: April 28, 2005, 10:14:44 pm »
In the interview I referred to a classic C64 real-time space trading/combat game, Psi-5 Trading Company.  For those curious about the game, below is a link to a site with some info and images from the game.  The site's interface is modelled after the game itself, which wins it points for nostalgia but loses several for readability.

Notice the dual PIP display - very ahead of its time, given that this was a Commodore 64!  This page has some animation and gives a rough idea of what gameplay was like.

The music was also killer, and made use of the then-state-of-the-art SID music chip.  Not one-voice polyphony, not two voice polyphony, but... you guessed it, all the powers of a three-voice FM synthesizer.  Back in those days, programmers were *real* programmers. 


Podcasts / Re: Episode 10 Posted
« on: April 28, 2005, 05:13:10 pm »
That was a lot of fun, Mr. Gaming!  I mean, Steve.   If anyone has any questions about the EEII score, game music in general, my favorite breakfast cereal (currently Cinnamon Toast Crunch), or anything else, they're welcome to post 'em here.

Music / Empire Earth II soundtrack online as a free download
« on: April 25, 2005, 11:09:39 am »
Hi folks,

My music for Vivendi's about-to-be-released Empire Earth II has been published online as a download at the game's website.  The music is live orchestral (and choral), with additional "world music" performances from some of Hollywood's top ethnomusical instrumentalists.  And best of all, it's a free download!  Check it out at:

Michael G. Shapiro, Composer

Pages: [1]