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Thursday, 03 April 2008 |
| Streamline Sound provided the track ‘Told You So’ from Black Hole Recordings artist Tom Cloud for 2007’s award-winning racing title Forza Motorsport 2 from our partner Microsoft Game Studios. The track was licensed for worldwide usage.
Tom Cloud is a fast-rising artist of the Trance scene. In 2006 he released his first hit single ‘Told You So’, which was licensed to Blackhole Recordings and which was picked by Tiësto for his legendary mix album ‘In Search Of Sunrise’. It became the most requested track of this mix album and it went immediately to 1 on Beatport Trance Charts. In 2007 three of his tracks went to number 1 on Beatport Trance Charts in only three months. Tiësto picked Tom Cloud's ‘Mercury Room’ for the 2007 edition of ‘In Search Of Sunrise’.
Visit Forza Motorsport 2 Gallery Use one of the links below to learn more about the services that Streamline Sound provided for Forza Motorsport 2: Music licensing
| Partner: Microsoft Game Studios Shipping Date: May 2007 Platforms: Xbox 360 | |
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Wednesday, 06 February 2008 |
| Through its close relationship with developer IMC Games, Streamline Sound will digitally distribute the soundtrack based on the in-game music compositions it provided for the game.
The Granado Espada soundtrack will include 17 tracks from some of the best electronic artists of today. Fans of the game will be able to listen to the full compositions, all of which are presented in their full 12" versions, for maximum enjoyment.
Streamline Sound will release the soundtrack through Streamline Records, using its extensive digital media platform of leading download platforms all over the world. The global release date will be announced but is expected in the first half of 2008.
Visit Granado Espada Gallery Use one of the links below to learn more about the services that Streamline Sound provided for Granado Espada: Music licensing and distribution
| Partner: IMC Games Shipping Date: To be announced Platforms: Windows PC | |
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Wednesday, 06 February 2008 |
Partner: Streamline Studios / Virtual Toys Shipping Date: To be announced Platforms: Online console downloadable
| Our primary focus for this project was to deliver the highest possible quality content and from day one we took the approach of specifying what we wanted and then overcoming the technical challenges to achieve this.
In practical terms this has meant that, for us at Streamline Sound, we had to deal with an asset budget of 4 MB for all music and sound design. In other words, with over 200 sounds specified in the documentation and multiple levels requiring musical variations, this was not going to be easy!
With the sound design we had to be very, very careful about what we recorded, how we recorded it and how we treated the final integration. Instead of creating 200 individual files, which would have taken us way over budget, we analyzed each sound for its component parts so that we could use these in the middleware solution (XACT, in this case) to create multiple cues from limited source files.
Fortunately, this has worked out well and has left us with some room to maneuver for the music track. Again, we faced a problem. How do we cover multiple levels and gameplay in each level of at least 5 minutes duration and yet stay under the +/- 1.5 MB left in the asset budget? The solution was to create an interactive score based on a rhythmic underscore--allowing some variations--and then scoring individual melodies and harmonies for the characters themselves. Again we are back to a code solution, using it to assign playback of the melodies against the underscore based on code dependencies. Relating this to some of the level specific sound gives us almost infinite variety in the musical score.
In other words, the character of the game music changes depending on which characters you choose for your team, which level you choose and how you actually play the game.
Visit HoopWorld Gallery Use one of the links below to learn more about the services that Streamline Sound provided for HoopWorld: Full service sound solutions
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