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Messages - MusicMike

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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.

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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!

3
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.

4
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 mikemusic.com .

Mike

5
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.

Mike

6
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.

http://home.arcor.de/gerhard.kordmann/psi5/intro.html

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.

http://home.arcor.de/gerhard.kordmann/psi5/pics/pics.html

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. 

Mike


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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.

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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:

http://www.sierra.com/downloadfile.do?gamePlatformId=1729&mediaid=14220

Michael G. Shapiro, Composer
http://mikemusic.com/

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