An Interview With Alexander Brandon - page 3
Kniggit: As far as format... are the MOD type formats your preferred medium, or do you like another? Where's the future of game music? Dynamic music? Redbook?

AB: I like MODs the best currently for their use dynamically since they're better than General MIDI, but in future cards will support much better onboard stuff. Game music will follow many different trends, from streamed Redbook audio to dynamic MOD music to soundcard synth MIDI. But I do think it will all be more dynamic since that's an agreed on fad these days. :)

Kniggit: What would your ideal fictional music format include?

AB: Wow. :) 24 bit, 96khz quality instruments, Dolby Digital 5.1 surround encoding, 120 different fx (20 simultaneous), and of course, numerous interactive plug-in formats like track fade and song splicing.

Kniggit: How hard would you say making a living off game music is? Is it possible?

AB: Its possible, but it is VERY difficult. More so for musicians than for coders and artists. Musicians are not in much demand since there is such a plentiful supply of good ones. The trick is separating the good from the great.

Kniggit: What's next for you? Any neat jobs?

AB: As many neat jobs as I can get my hands on. :) Right now Straylight is working with Digital Dreams on a sequencer that'll make AMAZING sounding interactive game music, and we're trying to cram all the features we can into the space we have available and CPU power we have. It's looking very impressive. Also I'm looking to help Unreal Engine licensees train their musicians to do music interactively with this new tool, so it should be great fun in the future.

Kniggit: Sounds intriguing. Anyway, thanks a lot for the interview, g!

AB: Thanks for the opportunity. Just ring if you need any music. ;)

Well, I'd say that went well. Again, big hefty juicy thanks to Alex (hopefully that's enough of a standard nickname to get away with :), and best of luck to him in future goo!

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