Monday, March 26, 2012

The Little Engineer That Could

Holy crap what a crazy year it's becoming!  Just thought I'd upload this and share with everyone:

Let me start back last Tuesday when I received two new pieces of gear:
 
The big white box is my brand new Universal Audio 4-710 D and the 2nd is an Art HeadAmp6Pro.  I also got a grip of cables to patch in the new connections. Speaking of patching...

In the rack:
RME Audio Fireface 800
2x DBX Pro 48 point patch bays
Korg DTR-1000 Rack tuner
Radial JD7 Injector
Line 6 Bass POD XT Pro
TC Electronic G-Major 2
Mesa|Boogie Triaxis
Furman Power Conditioner
Monster Powercenter Pro 2500

Running the patch bays into a 
16x4 Livewire stage-box.
The cat on the bench is Xena.




Had to solder the last 4 connections of my stage-box snake to replace the XLR connections with 1/4" TRS.  Good thing my memory served me well from last time,  big thanks to my dad for helping make it quick!
With that done I was able to finish patching in everything properly.  Minus a few extra cables I still need to make all my routing complete.

Recorded 2 guitar tracks. Channels 1+2 are the first recording.  I'm recording the JD7's direct out as well as a mic on the amp.  The same is repeated for the 3+4.

Routing looks like this:

The metal test song was maybe 10-15 minutes of work even with the drums.  Speaking of drums Troy and I also tested out the 4-710 D on a full drum session.  I'll have a seperate post soon with a special little video update I plan on building this week in between all the other projects i've got going on...
Now that I mention it, the work i've been doing for clients has been keeping me EXTREMELY busy!  After finishing the t-shirt logo design I quickly moved on to designing the graphic wrap for a custom arcade box a friend of mine and guitarist from Trials and Memories has been building.
Arcade top design and the box underneath houses the electronics.
I received this project's details and started to do research and finding source material for the original old-school games he wants to have featured.

While I started work on this, it had to take a seat as a bigger project building 11 video reels and prepping video and photos for an upcoming event took front and center of my attention.  In fact, today I just met with the guy who has been putting the event together.  It's going to be HUGE!  I have all 11 reels done rough editing and just have a few key movies left to find to fill out the rest of two reels with.

On top of that I'm also putting together session and product documents for a huge endeavor I'm setting out to start next month - building a sound effects library of my very own!  Starting with impacts and small objects - this was exactly the reason I ordered the UA 4-710 D, the Art HeadAmpPro 6, and purchased the Zoom H4n recorder.  I also picked up a set of contact microphones.  I've got several pages worth of documents I'm putting together not just for sampling sessions but also for designing various music cues.

I've put a ton of research into the project and based on the markets I've seen there are quite a few websites that offer cheap alternatives to the expensive A-list names like Sound Ideas, Sony, Digital Juice, and others that offer the largest collections but at the highest prices.  Let's talk about this for a moment.

Right now video-games and interactive media make for the largest revenue stream topping even the Film industry.  That being said, the video-game market is about to experience an explosion the likes of which it hasn't even yet begun to feel, thanks to a few key ingredients.  Unity, Unreal, and a few other "complete game engines" have poised themselves very well in the development communities touting the ability to instantly and freely download their game developing tools and allowing people to start developing their very own game using their AAA quality game engines, did I mention they're FREE?

Let's start with Unreal Engine.  Epic Games have probably the most attractive property for developing a game as their licensing agreement allows you to freely download, install, and use their UDK tools to build a game using their engine without paying them anything.  Not only that, should you commercially publish your game they don't ask for any percentage of the revenue cut until AFTER your first $50,000 US.  That's pretty enticing to a start-up game developer, an indie DIY group, or even someone like a student or hobbyist who's always dreamed of wanting to make their own game.

Unity offers two versions.  The basic is Free and allows you to start developing right away.  You have the option to upgrade at any time to a paid version, which takes care of licensing for authoring your game on just about any platform you'd dream to have your game on.  Granted there are stipulations like having to buy individual licenses for specific platforms, take a look at their site for more details.

On top of that, Unity has a built in Asset store.  A complete internet based hosting service that not only allows any developer registered and logged in to Unity to buy assets and immediately put them into their game, but also publish anything they create onto the asset store as well.  They take care of hosting and bandwidth and all that complex stuff and split the revenue your content generates 70/30 in your favor.

Unity is quickly becoming the center of quite a bit of attention.  In fact, big-time digital production house Massive Black  was featured in a recent article in 3d world magazine.  The huge expose on them building a complete game demo in just 2 months to show off Unity's capabilities of supporting a AAA title (And Massive Black's amazing digital production prowess) can be found on 3d Artist Issue 36

Keep in mind, I've been running this blog for my personal opinions and experiences and sharing my own thoughts, I'm in no way endorsed or backed or even requested by any sort of company to discuss or "sell" these products.  If I've piqued your interest, you really should research these tools BEFORE you commit to anything with them, and make sure for yourself that whatever you pursue will be your best option.

What does this all have to do with sampling sessions and sound effects?  Well, I've got not just one, but possibly two HUGE projects I may be project managing and producing come May.  I can't share much at the moment as I.P. is still being discussed.  But I can promise you all one thing,  should these projects get the green-light.  There's going to be a lot to update on this blog!

As always, I welcome any and all feedback!

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