<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Adaptive Musician</title>
	<atom:link href="http://blog.bartnett.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.bartnett.com</link>
	<description>A blog about creating music, sound, and games.</description>
	<lastBuildDate>Tue, 02 Feb 2010 11:37:58 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>The Global Game Jam</title>
		<link>http://blog.bartnett.com/2010/uncategorized/the-global-game-jam/</link>
		<comments>http://blog.bartnett.com/2010/uncategorized/the-global-game-jam/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 07:26:27 +0000</pubDate>
		<dc:creator>Michael Bartnett</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.bartnett.com/?p=33</guid>
		<description><![CDATA[It's the final night before the final day of the global game jam, and I'm alone in my dorm room trying to sort out the adaptive music system for our Deceptive Platformer game, which has yet to be given a name.]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste">It&#8217;s the final night before the final day of the global game jam, and I&#8217;m alone in my dorm room trying to sort out the adaptive music system for our Deceptive Platformer game, which has yet to be given a name.</div>
<div><span id="more-33"></span></div>
<div id="_mcePaste">Titles are usually thought of last for a reason, and that was plainly exemplified here. On my way back to my dorm I got a call from Stefan about our heroine Sprite (whose name may have been Lucy, Alice, or lord knows what) and how she really just wasn&#8217;t working out, and we decided that it&#8217;d be best for both of us if Lucy/Alice/? and us went our separate ways. Alice/Lucy/? was to be replaced by the original little blue ball. Our title selections weren&#8217;t much affected by this decision since they were mostly about things involving iPad-bashing and Fish-Kabob. However, I worried that our game had lost some of its personality. We&#8217;d invested a little heavily into a hip 70s-but-modern pop art style, and I had contributed to this aura of cool with a funkadelic soundtrack. Would the little blue ball ever hold a candle to Alice/Lucy/? ?</div>
<div id="_mcePaste">Turns out I came home to find my friends playing Apples to Apples and causing a ruckus, and when I asked Aditi to come down and record cute ball voices she brought everyone down with her. It&#8217;s fortunate she did though, because by luck Melvin Felix was there and strangely enthused about making strange abstract voice overs. He began with your typical Mario fare of whoops and woohoos meant to accompany typical platforming activities, but it wasn&#8217;t until he began speaking Spanish that the real magic began. Hearing somebody talk about blue balls and falling off platforms in Spanish arouses a certain level of hilarity within all who witness it.</div>
<p>It&#8217;s the final night before the final day of the global game jam, and I&#8217;m alone in my dorm room trying to sort out the adaptive music system for our Deceptive Platformer game, which has yet to be given a name.<br />
Titles are usually thought of last for a reason, and that was plainly exemplified here. On my way back to my dorm I got a call from Stefan about our heroine Sprite (whose name may have been Lucy, Alice, or lord knows what) and how she really just wasn&#8217;t working out, and we decided that it&#8217;d be best for both of us if Lucy/Alice/? and us went our separate ways. Alice/Lucy/? was to be replaced by the original little blue ball. Our title selections weren&#8217;t much affected by this decision since they were mostly about things involving iPad-bashing and Fish-Kabob. However, I worried that our game had lost some of its personality. We&#8217;d invested a little heavily into a hip 70s-but-modern pop art style, and I had contributed to this aura of cool with a funkadelic soundtrack. Would the little blue ball ever hold a candle to Alice/Lucy/? ?<br />
Turns out I came home to find my friends drunk and playing silly games, and when I asked Aditi to come down and record cute ball voices she brought all the drunkards with her. Fortunately she did, because by luck Melvin Felix was there and strangely enthused about making strange abstract voice overs. He began with your typical Mario fare of whoops and woohoos meant to accompany typical platforming activities, but it wasn&#8217;t until he began speaking Spanish that the real magic began. Hearing somebody talk about blue balls and falling off platforms in Spanish arouses a certain level of hilarity within all who witness it.</p>
<p>As for the music, it&#8217;s got the funk. And, it&#8217;s adaptive. Or, at least as adaptive as you can get in 48 hours with an amateur development team. Not to say my teammates are amateur, I&#8217;ll take on the label of amateur, but I would like to mention how lucky and grateful I am to have been able to work with such a talented group of developers. The 7 of us just had it together. One of our artists was even an artist for Kuma Games!</p>
<p>Unfortunately I didn&#8217;t get to observe a lot of our artists work because I was buried in ActionScript trying to figure out how to get mp3s to loop seamlessly (which is a very bizarre workaround, by the way). However, I accomplished my mission, and am about to embark on designing the final version of our adaptive music system. The system works such that each level introduces a new layer of music on top of the old, but as you die the music will transition back to simpler versions until the player completes the level. Then it will shoot right back up again to the appropriate level of awesome, depending upon what level you just reached.</p>
<p>The word &#8220;layer&#8221; here is a bit misleading, and while I was using the stem concept for a while (since it does keep all the main tracks lined up even with audio lag), but ultimately decided to go for the node-transition-node approach. I&#8217;m counting fractions of seconds every update loop of a Flixel state, and Flash is unpredictable at best when it comes to playing back audio or video on some computers (at least on my XP machine it&#8217;s horrible). By resynchronizing the timer and the start of playback of a loop, the transition stingers will be much more accurate. I&#8217;ll post the game on this site once it&#8217;s complete.</p>
<p>Back to the jam!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.bartnett.com/2010/uncategorized/the-global-game-jam/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Building an Interactive Portfolio</title>
		<link>http://blog.bartnett.com/2010/game-design/building-an-interactive-portfolio/</link>
		<comments>http://blog.bartnett.com/2010/game-design/building-an-interactive-portfolio/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 22:07:05 +0000</pubDate>
		<dc:creator>Michael Bartnett</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[AES]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[hans zimmer]]></category>
		<category><![CDATA[interactive portfolio]]></category>
		<category><![CDATA[marty o'donnell]]></category>
		<category><![CDATA[portfolio]]></category>
		<category><![CDATA[Richard Stevens]]></category>
		<category><![CDATA[Unreal]]></category>

		<guid isPermaLink="false">http://blog.bartnett.com/?p=26</guid>
		<description><![CDATA[As a student at the 127th AES Convention attending the game audio track lectures, I found the best advice was given by Richard Stevens from Leeds Metropolitan University.

    "If you don't have some sort of game or interactive project in your portfolio, you're just not trying hard enough."


This makes perfect sense, and I don't see why more people don't do this. It's all fine and dandy to have your Flash mp3 playlist of your demo reel on your site—potential game developers looking for an audio guy want to know if your music and sound design work is any good with a quick listen. But, how do they know you really know how to make this stuff sound good in an interactive setting?]]></description>
			<content:encoded><![CDATA[<div><span></p>
<div>As a student at the <a href="http://www.aes.org/events/127/">127th AES Convention</a> attending the game audio track lectures, I found the best advice was given by Richard Stevens from Leeds Metropolitan University.</div>
<div>
<blockquote><p>&#8220;If you don&#8217;t have some sort of game or interactive project in your portfolio, you&#8217;re just not trying hard enough.&#8221;</p></blockquote>
</div>
<div>This makes perfect sense, and I don&#8217;t see why more people don&#8217;t do this. It&#8217;s all fine and dandy to have your Flash mp3 playlist of your demo reel on your site—potential game developers looking for an audio guy want to know if your music and sound design work is any good with a quick listen. But, how do they know you really know how to make this stuff sound good in an interactive setting?</div>
<div><!-- more --></div>
<h3><span></p>
<p></span></h3>
<p><span><span id="more-26"></span></span></p>
<h4><span>A Next-Generation Portfolio for Composers and Sound Designers</span></h4>
<p><span> </span></p>
<div>Now that you&#8217;ve got a possible game developer hooked with your reel, the next step is an in-browser application that the end user can play with and hear right then and there. Flash is the best course of action for this—so start learning some ActionScript! That can also be a bullet point on your resume, considering that there are a lot of Flash game developers out there. The goal of this would be to construct logical scenarios for interactivity in which your sound and music can trigger and be altered based upon input from the user.</div>
<div>So Mr. Developer is in a good mood after playing with your interactive Flash demo, and now they want to see something more meaty in action. So now you&#8217;ve reached the point where a game developer is liking your work enough to be willing to download an executable, it&#8217;s time to make it sound (and look) amazing. Get your hands on a game engine or game creation tool and crank out a game—on your own if you&#8217;re familiar with programming—or in collaboration with say a programmer or artist who&#8217;s trying to build their portfolio as well. Later this week I&#8217;ll make a post detailing where you can find these engines and tools. Just remember to keep the filesize down—if it takes longer than 15 minutes, I sure as hell am not downloading it.</div>
<h3><span></p>
<p></span></h3>
<h4><span>The Modern Composer/Audio Specialist is a Renaissance (Wo)Man</span></h4>
<p><span> </span></p>
<div>Another recurring theme at AES was that in order to successfully work in game audio, you must <strong><em>LOVE</em></strong> games. I&#8217;d like to add to that saying that you must also know how to <strong><em>MAKE</em></strong> games. Having these interactive demos as part of your portfolio is likely the best way to demonstrate that you understand the processes and frustrations that go along with game development. Knowing about asset pipelines, programming (a curly-brace language is probably ideal, ie: Java, C#, C++), and elements of game design is essential to creating successful interactive audio. Hans Zimmer may be scoring Modern Warfare 2,&#8211;look who got the Spike TV award for original score, <a href="http://nyumusicgames.blogspot.com/2009/12/spike-video-game-award-winners.html">Marty O&#8217;Donnell</a>! I know for a fact that he took computer science courses for his electives while studying composition at USC. You should follow his lead.</div>
<div>If you&#8217;re uncertain how to think about approaching interactive audio and music, a great place to start would be Richard Stevens&#8217; own <a href="http://sound-music-interactive-games.blogspot.com/2009/10/games-audio-tutorial-beta.html">Games Audio Tutorial</a>. If you don&#8217;t own it already, buy Unreal Tournament 3 off of Steam, and play through the tutorial for some examples of interactive sound implementation in the omnipresent Unreal engine.</div>
<div><em>Originally posted on The NYU Music Video Games Research Project</em></div>
<p></span></div>
]]></content:encoded>
			<wfw:commentRss>http://blog.bartnett.com/2010/game-design/building-an-interactive-portfolio/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Choosing the Technology</title>
		<link>http://blog.bartnett.com/2009/project-updates/choosing-the-technology/</link>
		<comments>http://blog.bartnett.com/2009/project-updates/choosing-the-technology/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 00:50:07 +0000</pubDate>
		<dc:creator>Michael Bartnett</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Project Updates]]></category>
		<category><![CDATA[darkbasic]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[game studio]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[portfolio]]></category>
		<category><![CDATA[the game creators]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[xbox live arcade]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://blog.bartnett.com/?p=18</guid>
		<description><![CDATA[This would be a pretty lame blog about game audio and game design if I never actually made any games. So today, I decided to start sketching out the structure of a game I&#8217;d like to create as a portfolio piece. Before I did anything else I thought, &#8220;What do I want to get out [...]]]></description>
			<content:encoded><![CDATA[<p>This would be a pretty lame blog about game audio and game design if I never actually made any games. So today, I decided to start sketching out the structure of a game I&#8217;d like to create as a portfolio piece. Before I did anything else I thought, &#8220;What do I want to get out of making this game?&#8221;. Since I&#8217;m not designing to make money, I figured I might as well set some technical and creative goals and analyze the tools available to me for making this game.</p>
<p><span id="more-18"></span>I&#8217;m studying music composition and sound design, so I began with a list of requirements with respect to those aspects, then included some broad goals for gameplay :</p>
<ul>
<li>Sound
<ul>
<li>Implementation with pitch shift variation</li>
<li>Positioning (2d or 3d), distance rolloff, environmental reverb</li>
<li>Possible inclusion of doppler and other advanced effects would be nice</li>
<li>Recorded dialogue</li>
</ul>
</li>
<li>Music
<ul>
<li>Cohesive, but varied style</li>
<li>Evoke multiple, complicated emotions</li>
<li>Multiple levels of intensity for each emotion</li>
<li>Implement with stems, branching, and combinations of both</li>
</ul>
</li>
<li>Game Design
<ul>
<li>Must be fun and mechanically engaging (I do actually want people to play this)</li>
<li>Must be dramatically engaging, would be nice to make the narrative partially interactive</li>
<li>Mechanics must not be too complex, will likely follow a traditional gameplay and input model</li>
<li>Short duration of play, with some replay value</li>
</ul>
</li>
</ul>
<p>Having established some technical requirements, I began looking at possible tools for development. The driving force behind my decision was audio requirements, so I began with a list of engines I had heard of and narrowed it down from there.</p>
<h4>Unity</h4>
<ul>
<li>The developers of <a title="Unity3d" href="http://unity3d.com/" target="_blank">Unity</a> recently dropped their Indie license cost to $Free. I&#8217;ve heard that Unity is a lot of fun to work with, and can be easily deployed as a standalone application over the web, or even on Wii and iPhone. Xbox 360 support is apparently on the way as well. Right now I&#8217;ve got a little arcadey military action game  that I can run from the Dashboard in OS X. However, I asked around, looked at the developer&#8217;s site and it seems that Unity&#8217;s audio implementation is a little limited in what you can accomplish in comparison to the nice fancy tools I&#8217;ve become used to playing with like FMOD and Wwise. It has positioning with rolloff and pitch shift of course, but I&#8217;m not certain if the pitch shift is a static value or if it can be altered in realtime. I also did not find anything about defining different reverbs for different environments. My download is almost complete, so soon I&#8217;ll be able to explore fully what it has to offer.</li>
</ul>
<h4>XNA Game Studio</h4>
<ul>
<li>Recently my friend told me about Microsoft&#8217;s <a title="Microsoft Dreamspark" href="http://www.dreamspark.com/" target="_blank">Dreamspark</a> program. Apparently it&#8217;s been out for a year and I never knew a thing about it. Visual Studio Professional 2008 is also finding its way onto my hard drive. XNA would be cool to work with, especially considering as part of Dreamspark you also get a year free of Creator&#8217;s Club Premium Academic so theoretically you could get away with publishing your first Xbox Live Arcade game without paying the registration fee. I would just need to acquire an Xbox (my brother wasn&#8217;t about to let me take ours away to college), and possibly an Xbox Live Gold membership. This could kill two birds with one stone, since the NYU Music Videogames Research Project is starting to look at working with the Rock Band Network and you need the Creator&#8217;s Club membership to program songs and make money. Also, XNA contains the XACT tool, which is essentially Microsoft&#8217;s version of FMOD, so I know I would have a lot of flexibility in the audio implementation.</li>
</ul>
<h4>The Game Creators</h4>
<ul>
<li>This is a company based in the United Kingdom that makes products geared toward hobbyist game programmers, or people who are just learning to program and would like to make games. I used their older product, DarkBasic Classic when I was in middle school coding some rather ugly games with my friends, but recently they put on a <a title="Dark Game Studio Bonanza" href="http://forum.thegamecreators.com/?m=forum_view&amp;t=155478&amp;b=1" target="_blank">monster sale</a> in which they sold their new language and game engine, DarkBasic Professional along with physics and AI plugins as well as a whole bunch of other useful game creation tools. In addition, they have a product called DarkGDK, which is essentially their BASIC-style commands made accessible as a DLL in Visual C++ 2008. Because of the simplicity of using these tools (example syntax: LOAD OBJECT &#8220;model.3ds&#8221;, 1), they&#8217;re great for getting something up and running quickly. And with DarkGDK, I could use FMOD for audio instead of DarkBasic&#8217;s built-in audio and be able to get some nice realtime DSP effects.</li>
</ul>
<p>As soon as I saw the Dark Game Studio Bonanza, I ordered a copy right away, and have actually already begun playing around with it. The physics plugin, DarkPhysics, unfortunately has an implementation for a character controller that doesn&#8217;t have any easy way to jump. So, my first project in working with DarkGDK/DarkBasic Professional and DarkPhysics was to implement smooth, parabolic jumping that would work with both box-shaped and cylinder-shaped rigid body character controllers.</p>
<p><object style="width: 425px; height: 344px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="play" value="false" /><param name="loop" value="false" /><param name="src" value="http://www.youtube.com/v/fZqPHnac2YA" /><embed style="width: 425px; height: 344px;" type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/fZqPHnac2YA" loop="false" play="false"></embed></object></p>
<p>Unity and XNA Gamestudio are still very appealing though. Anyone have any experience to speak of working with either of those?</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.bartnett.com/2009/project-updates/choosing-the-technology/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>First Post &#8211; General Update</title>
		<link>http://blog.bartnett.com/2009/project-updates/first-post-general-update/</link>
		<comments>http://blog.bartnett.com/2009/project-updates/first-post-general-update/#comments</comments>
		<pubDate>Sat, 31 Oct 2009 02:24:09 +0000</pubDate>
		<dc:creator>Michael Bartnett</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Project Updates]]></category>
		<category><![CDATA[aes convention]]></category>
		<category><![CDATA[audio engineering society]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[paul lipson]]></category>
		<category><![CDATA[portfolio]]></category>
		<category><![CDATA[scott selfon]]></category>
		<category><![CDATA[tom salta]]></category>

		<guid isPermaLink="false">http://www.bartnett.com/blog/?p=4</guid>
		<description><![CDATA[This is officially the first post on my blog. Never mind the fact that it&#8217;s still using a generic theme template. It will look cooler later&#8211;gotta focus on the content! Anyway, the purpose of this blog will be to write about music and sound design for games and projects I&#8217;m working on, as well as general [...]]]></description>
			<content:encoded><![CDATA[<p>This is officially the first post on my blog. Never mind the fact that it&#8217;s still using a generic theme template. It will look cooler later&#8211;gotta focus on the content! Anyway, the purpose of this blog will be to write about music and sound design for games and projects I&#8217;m working on, as well as general pondering about music, sound, and game design. So to begin, I&#8217;d like to share with you what I&#8217;ve been working on in general.<span id="more-4"></span></p>
<p>Currently, I&#8217;m awaiting a response from a graphic designer for a logo for my portfolio site, which you&#8217;ll find at <a title="Bartnett.com" href="http://bartnett.com" target="_blank">Bartnett.com</a> in the near future. What you&#8217;ll find there now is a Mixpod playlist of some music I&#8217;ve written. Unfortunately there&#8217;s some songs on there that I feel could be improved, so to remedy that I&#8217;m working on a couple different portfolio tracks to add in. Tackling one or two of these at a time seems to be a good balance for me, provided I don&#8217;t have a midterm coming up or anything. Hopefully in a month I&#8217;ll have the two new tracks produced as well as a web site on which to showcase them.</p>
<p>Also, I went to the 127th Audio Engineering Society Convention and had a blast. Game Audio had its own track this year, and the tutorials and panels were incredibly helpful and informative. Scott Selfon from Microsoft made some compelling presentations about how to take the implementation of audio in games to the next level. He cited Ghost Recon: Advanced Warfighter&#8217;s wind system as an intriguing example of audio being a driving system in the game rather than say the visuals or physics engine. The wind effects were initially developed as audio-only&#8211;that is, based on environmental variables and a little random variation this wind system would generate wind sounds at an appropriate intensity and from an appropriate direction. Later when they wanted to have the wind blow things around on the ground like tumble weeds or tin cans, the system that rolled the cans around actually read the intensity and direction of the wind from the audio system, and used that to calculate how to blow things around in the game world.</p>
<p>Another great presentation was given by Richard Stevens, who has created this fantastic Game Audio Tutorial within the Unreal Tournament 3 engine. You can download it from his <a title="Sound-Music-Interactive-Games: Richard Stevens' Game Audio Tutorial" href="http://sound-music-interactive-games.blogspot.com/2009/10/games-audio-tutorial-beta.html" target="_blank">blog</a>. Another panel I found invaluable was a demonstration of interactive music in action by <a title="Tom Salta" href="http://www.tomsalta.com/" target="_blank">Tom Salta</a>,of Red Steel and Tom Clancy series fame, and Paul Lipson, the head of <a title="Pyramind" href="http://www.pyramind.com/" target="_blank">Pyramind Studios</a>. Tom Salta showcased his work from <a title="Tom Clancy's HAWX" href="http://www.hawxgame.com/" target="_blank">Tom Clancy&#8217;s H.A.W.X.</a>, and Paul Lipson gave an amazing demonstration of constructing interactive music within <a title="FMOD" href="http://www.fmod.org" target="_blank">FMOD</a>. What was interesting is he started with a very dense string of material within FMOD&#8217;s interactive music designer, then radically scaled down the footprint using FMOD&#8217;s sound effects designer and an 8-channel WAV file, and then to keep the same reduced footprint, restructured the loops and arranged them into the interactive music designer again. I&#8217;m honestly tempted after college to just go to San Francisco and spend a few months at Pyramind&#8217;s training program absorbing as much information as I possibly can from this guy and his army of master engineers and musicians.</p>
<p>The last bit I&#8217;d like to talk about is what I&#8217;ve been doing at NYU. Basically, NYU has one of the best film scoring departments, but nothing for game scoring yet. Don&#8217;t take that as a knock against NYU, the only other major college that has a game scoring curriculum is Berklee College of Music, and that only happened after students started up a Video Game Music Club to raise awareness about how awesome game music is. I&#8217;ve been talking with Professor Sam Howard-Spink from the Music Business program in the music department at NYU, and he&#8217;s agreed to be the faculty sponsor for a game music club for NYU. So, I&#8217;ve been talking with our program directors in the composition program as well as music technology. Hopefully next week I&#8217;ll be able to find some time to talk to the film scoring directory, Dr. Ron Sadoff. I&#8217;d love to get a game music club going at NYU, not only would it be fun to do a game music orchestra, but I really see an opportunity for NYU to make a big leap forward in educating its music students for future careers. Interactivity is the way of the future, and it presents some fundamentally different problems in contrast to linear media. Also, I&#8217;m hoping to collaborate with students from the Computer Science department as well as the ITP program at Tisch. I&#8217;ve already met one motivated ITP student at a Tisch Game Center event last week. Exciting things are happening for games at NYU!</p>
<p>In the meantime I&#8217;m also exploring some tools to use for developing a game. Or, at the very least, a small section of a game with which I can demonstrate my music composition and integration, and sound design and implementation skills. After I&#8217;ve played around a little bit more I&#8217;ll post my findings.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.bartnett.com/2009/project-updates/first-post-general-update/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
