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Dev Game Club

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.
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Now displaying: Page 1
May 10, 2023

Welcome to Dev Game Club, where this week we insert a bonus interview into the middle of our series on GoldenEye 007. We speak with Grant Kirkhope, one of two composers on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown:
0:58 Interview
1:03:57 Break
1:04:32 Outro

Issues covered: starting at Rare in '95, composing in hex, the imposing approach to programming, fitting in 1 Mb, making a clarinet from one note, limiting your palette, looping your cymbal decay, working within your limits, downsampling from 44.1 kKz and using the EQ, working from good tunes rather than a huge palette, getting a degree in trumpet and living the musician life, the dole and mom's house, sending in casette tapes, having a meg of memory to play with, going to Disneyland, a farm in the middle of nowhere with teams in stables, a family affair, GameBoy in the morning and GoldenEye in the afternoon, limiting who could be in what building, a culture of friendly rivalry, taking ideas and building on them, brilliant bosses, being into the Bond films, the best film releases of every year, not knowing what you're doing, working on the multiplayer in secret, "not pleasing anyone a lot but pleasing a lot of people a little bit" these days, coming up with the idea in the morning and doing it in the afternoon, the indie spirit, small teams, making the engine you need and no extraneous bits, building games like Nintendo, working from two or three sentences, how does this thing sound (spiky things vs forest things), messing around until you hear what you like, instinctual, developing from an emotional sense, delving into Statue Park, trying to find the John Barry magic, being afraid you're going to get fired and instead moving on to another project, getting a chance to film all the sets, having the magic destroyed, a game that just kept selling and selling, the godfather of trap music, pause music becoming the soundtrack of the game, falling into games without training, music living on when the games don't necessarily, things that get into your head as a child, remembering what you've done, making someone's favorite game, having quite a journey, games as not a destination for composers, having a scene.

Games, people, and influences mentioned or discussed: Donkey Kong, Graeme Norgate, Rare, Banjo-Kazooie, Perfect Dark, Viva Pinata, Kingdoms of Amalur, Civilization: Beyond Earth, Mario + Rabbids, The King's Daughter, Pierce Brosnan, Edinburgh, Nintendo, Blast Corps, Ken Griffey Baseball, Dave Wise, Robin Beanland, Bon Jovi, Billy Idol, Van Halen, Killer Instinct, Keybase, Atari ST, Tim and Chris Stamper, Donkey Kong Country, Microsoft, Mortal Kombat, Faith No More, Duran Duran, Martin Hollis, Shigeru Miyamoto, Captain America, Monty Norman, John Barry, Gregg Mayles, Pinewood Studios, The World Is Not Enough/Tomorrow Never Dies, Sea of Thieves, Thunderbirds, Sting Ray, Tim Schafer, Psychonauts 2, Chris Woods, David Byrne, How Music Works, Velvet Underground, DOOM, Dark Forces, Neill Harrison, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Multiplayer and takeaways

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

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