Power Field Studio

Power Field Studio

terça-feira, 4 de outubro de 2016

A Trilha Sonora De HALO WARS 2 (Behind The Scenes)

WITNESS THE SOUND OF HALO WARS 2 WITH TWO ORIGINAL SONGS (EXCLUSIVE)


Nothing is more inspiring than sitting in a room as a live orchestra, brimming with talented musicians, puts their all into creating a cohesive magical melody. Watching the conductor’s arms dance through the air while the composers take the lead in the control room, listening and giving notes to ensure the final product is nothing short of perfection, is an experience worth living through if you’re given the chance. This is the scene I witnessed a couple of weeks ago when I visited the Newman Scoring Stage at 20th Century Fox Studios in Los Angeles for the scoring of Halo Wars 2‘s soundtrack.

After the invitation was extended, I trekked out to L.A. and got the lowdown on the recording process. Speaking with composer Gordy Haab, audio director Paul Lipson and Finishing Move composers Brian Trifon and Brian Lee White, I learned how the group collaborates to bring the world of Halo to life. On top of that, we have two exclusive songs to premiere, plus a behind-the-scenes look at the scoring process, which you can check out at the top of the page.

FinishingMove_Headshot
(Left to right: Brian Lee White, Brian Trifon)


The foundation for the soundtrack is strong, as the team behind it has experience in spades. Haab is an award-winning movie, video game, and television composer, who most recently worked on Star Wars: Battlefront. As for the Finishing Move team of Brian Trifon and Brian Lee White, you’ll recognize some of their recent work from The Master Chief Collection, Halo Channel, and Double Fine’s Massive Chalice. Speaking with audio director Paul Lipson (who also worked on Halo before) added an extra layer of depth to our understanding of how everything gets made.

The first song we have for you is called “Run Little Demons,” composed by Gordy Haab and Finishing Move. This scape was created to capture the brute strength and complex nature of Atriox (which is a new badass villain in the game) and the Banished.

“In this specific cue, we use powerful tribal drums and high tech electronic percussion to create an intense rhythmic foundation. Heavy brass and layered synths augment the rhythm with explosive stabs, expressing dread and fear, while strings add tension and color to create contrast,” the composers said. Creating a sound that instantly evokes the right emotions is key, and this is even more important when introducing a new character like Atriox to the universe.

When asked exactly what kind of emotions they wanted Atriox to evoke, Paul Lipson instantly responded, “Other than sheer terror?”

Halo Wars 2 Isabel New Outlook for SDCC

The second track we have for you is “Isabel’s Awakening.” This is the new theme for the “smart” AI introduced into the world, which is supposed to reflect the hardships she’s witnessed, including having all of her friends destroyed during a Banished surprise attack, and the turmoil going on in the universe. “‘Isabel’s Awakening’ is comprised of three sections: First, an introduction and delicate statement of her main melodic theme,” the team said. “Next, a lament to honor fallen heroes and to underscore the present strife and unrest. Then finally, a reprise of her main theme that blossoms and grows into a bold and hopeful hero’s song.” A complex sound for a complex character. 


With Haab, White, Trifon, and Lipson at the helm, the soundtrack has the potential to become something memorable in the Halo universe. Because the team is working on a spin-off of the main series, they had more freedom with its direction. To put it simply, they are not as beholden to the established sound we’re all familiar with, even though they strive to stay true to the franchise… which of course, is a good thing. “It was less restrictive than being part of the main canon, because we get to prop up not only a legacy from the first game, but also new characters, new locations, and some familiar locations,” said Lipson.
So why put this team of composers together? “You’re not going to find one person that’s fantastic at everything,” White said. So while White and Trifon have their own sound and familiarity with the Halo music (as they’ve worked on the series before), they needed an “Orchestra boss”: Gordy Haab. White also emphasised the importance of their teamwork, saying, “It was always a collaborative situation.”

HW2 - Gordy Haab
(Gordy Haab)

With all the pieces set, the team wanted to make something new and refreshing, leaving their own mark on the series with an interesting, unique sound. With that in mind, there needed to be some sort of connection to the series. “We wanted to definitely incorporate choir, and then sort of branch from that,” Haab said. “We each had our hands on every piece of music in the entire game.”

A lot of thought also went into how the music will be going into the game, especially since the goal is to have the dialogue, gameplay, and music dynamically interact with each other. Lipson created a color system that ranges from green, yellow, red, and super red, so that depending on what’s going on in the game and the stress level that coordinates with a color, it’ll “ratchet up” the music. So basically, the music will correlate with what the player is experiencing, an important feature for an RTS game.

As for whether there are extra pressures working on an iconic series like Halo, the answer is obvious.”Yes, there’s a ton of pressure working on an existing franchise this large,” Haab said. He’s worked on both Star Wars: Battlefront, and Knights of the Old Republic, so he’s definitely got a lot of experience in that department. He added, “I’m really used to the pressure of an existing franchise, and a large fanbase with expectations.”

HW2 - Paul and Gordy Sheet Music
(Front row, left to right: Paul Lipson, Gordy Haab)

“Because this is Halo Wars, and it is an offshoot story, it doesn’t have to fully rely on the exact traditional Marty O’Donnell  [composer known for work at Bungie] elements of music. So we can take it in different directions,” stated Trifon. This team knows what a Halo game sounds like, so they were very careful in staying true to the franchise while still taking the liberty to experiment with things like featuring the brass which Haab really wanted to introduce to the soundtrack. It doesn’t end there, though. Saab also mentioned how he really liked the filter effects Trifon and White worked on, so he took the brass section to imitate that using acoustic instruments.

To get an even better understanding of the mindset with the some of the sounds used in the soundtrack, Trifon elaborated on a “space violin”-like sound that he’s used before in the Halogames, explaining that it actually comes from a squeaky oven door. “It sounds organic, but alien. From the non-orchestral point of view, what we’re trying to bring with the textures is, instead of it just being some Daft Punk-like synths, it’s textures that have some sort of organic humanity to it, but still sounding alien and strange.” He continued to express his appreciation of how the franchise has a history for every civilisation in the game, so making the sounds organic is an important factor when bringing everything to life.

HW2 - Full Orchestra

When discussing the legacy of the Halo music over the years with Dan Ayoub (Studio Head of Strategy Games, 343 Industries) and Frank O’Connor (Franchise Creative Director, 343 Industries), O’Conner said, “We’ve worked with such amazing composers over the years, from Marty O’Donnell to Neil Davidge to Kazuma Jinnouchi, and everyone we’ve worked with has poured soul and talent into creating a soundscape that is familiar, moving, exciting and elating.”

He continued,” It speaks to a universe and an experience that is hard to put into mere words, and that, ironically is something music can describe just as well as rhetoric. Working with a team of composers, who have created absolutely beloved music for many games, have a slightly more six dimensional problem to solve. They have to tie a new score into the epic legacy of two fantastic composers, all the while sticking to a shared and distributed voice and vision.”

Ayoub added, “But Gordy Haab has created a couple of soundtracks for Star Wars games and Brian Trifon has created scores for Assassin’s Creed and previous Halo games, so they’re already familiar with the nuances of creating music for established franchises.”

HW2 - Team

One thing is clear: this soundtrack for the game is incredibly important to the team. White sums it up perfectly when discussing everything finally coming together at the studio: “This is going to be so dope.” Music, especially in video games, is too often forgotten, but it’s such an integral part of shaping an experience.
Halo Wars 2 may not be a sequel in the main series, but the sound is getting the love and attention required to make it memorable. And if the game is handled with such high regard on every other spectrum, we’re in for a treat come early next year.
Make sure to check out the clip above from my time at the Newman Scoring Stage at 20th Century Fox Studios, just to get a glimpse of how the magic happens. I’d like to once again thank Microsoft, 343, and the talented composers for giving me a behind-the-scenes look.

Are you looking forward to getting your hands on Halo Wars 2 early next year? What do you think about the two exclusive songs revealed here? What are you favorite video game soundtracks? Where do the Halo series’ soundtracks rank on that list? Let us know in the comments below!

segunda-feira, 3 de outubro de 2016

"BEEP" Um Documentário Grandioso Sobre A História Dos Audios Nos Games.

BEHIND ‘BEEP’ – THE GIGANTIC GAME AUDIO HISTORY PROJECT:


The Beep game audio documentary – Karen Collin’s massive undertaking of documenting the history of game audio – is finally complete. 
Over the course of two years, the project has gone from over 100 interviews with the most influential people in the game audio world, 226 hours of raw footage, to an in-depth, 2-hour documentary + a two-volume book to accompany it.
And in this special A Sound Effect feature, she looks back at the ups and downs of this monumental project; a project that grew larger than anyone ever expected. Here’s the story behind the gigantic Beep project – and how you can finally experience the end-result:
The trailer for Beep
Beep began as a humble project a little over two years ago now. Initially, I thought I would be interviewing about twenty people. I would simultaneously write a book around the interviews, interweaving interview content into the book, a history of game audio.
We launched a Kickstarter campaign in August 2014, and during the six weeks of the campaign it was easy to get caught up in the excitement surrounding the project. We were a Kickstarter staff pick and Project of the Day. Major tech press like Engadget and C|net covered us. I was doing three or four press interviews a day. People from all over the game audio community got in touch and wanted to be a part of it.
I was looking at a dizzying list of about a hundred people who had made themselves available to interview
The project’s scope exploded as other people signed on, volunteers lined up, and by the end of the campaign, I was looking at a dizzying list of about a hundred people who had made themselves available to interview. My camera guy, Matt, and I set about with gusto to Los Angeles to begin our interviews in October, 2014. 

World travellers

For the next year or so, Matt and I travelled around the world and shot interviews with people. Los Angeles, Toronto, Maryland, London, San Francisco, Seattle, Japan, Montreal and then Vancouver. It might sound glamorous, but the only time we really got to see the locations we visited was in the taxi from one shoot to the next. Much to Matt’s dismay, despite being five minutes walk from Buckingham Palace in London (a place he’d never been), we never even found the time to walk over and take some tourist shots. Many days I’d get up at 5 a.m. to begin preparing for the day, and wouldn’t get to bed until midnight.
We did have some fun times as well. The day we spent running (quite literally) around Tokyo to shoot b-roll; recording the humorous VO audio in a toilet on a train from London to Liverpool; or just looking up at the Hollywood sign on the way to our first shoot and saying, “Matt, we’re in L.A. shooting a movie!”
Many days I’d get up at 5 a.m. to begin preparing for the day, and wouldn’t get to bed until midnight
We felt like we were constantly running from one item on our schedule to the next, but the times when we could stop and catch our breath—sometimes just for a minute while we were in an elevator on our way up to a shoot—we’d look at each other with a stupid grin and repeat that phrase: “Hey. We’re in London, shooting a movie!” “We’re in Japan, shooting a movie!” In the enormous stress of it all, we managed to keep reminding ourselves how cool what we were doing really was.
How to watch the Beep game audio documentary:
As of today, Beep is available on Vimeo On-Demand here. The book, the DVD version, and Beep soundtrack can also be ordered here.

Running out of money

We rapidly ran out of the Kickstarter money—a combination of a sudden drop in the value of the Canadian dollar, and getting walloped by the loss of our AirBnB during one trip (our breakdown of our budget is here for those interested). We went back to Kickstarter and raised some more funds.
At the end of the year, including the two (and sometimes three) cameras we used, we had 226 hours of footage. 226 hours to wade through. 226 hours to edit down into something cohesive. I began editing. Cutting, cutting, cutting.
I had my first edit — everything I wanted to see go into the film. It was eleven and a half hours long.
After about three months of very long days, I had my first edit—everything I wanted to see go into the film. It was eleven and a half hours long. This would be the Lord of the Rings of documentary film.
I had to get ruthless. I had to cut some great content that I really loved, but which just didn’t fit the story arc. It was probably the hardest work I’ve ever done, to cut down that footage into something under two hours. I kept editing until February, always cutting away, each time felt like cutting off a piece of my own flesh.

The first screening

We screened an almost-done film in March during GDC for cast and crew. It was probably one of the best nights of my life: To sit in a room full of people whose music I’d been hearing since I was a child, who had grown into friends, and watch them on screen altogether in one room, after all that stress and all that work, was indescribable. Matt and I both just cried for the first half of the film.
It was probably one of the best nights of my life
At the end, we have a small dedication to Brad Fuller (who passed away in January of this year). The crowd—most of whom knew Brad personally, all let out a big sigh, and then gave us a standing ovation. Matt and I cried again. I didn’t stop crying for about a week, mostly from the relief of it not being a total disaster. 
Since then, we’ve selectively screened Beep at festivals while we polished it off, adding subtitles (another enormously underestimated task!), building the DVD menus, doing all the artwork, and getting it ready for release in multiple formats. The project still has a ways to go before I can put it to rest. About half of the webisodes have now been released online and can be watched on our Vimeo page.
   
Editing the book this summer showed the ridiculous scope of the project: 410,000 words. To put that in perspective, a normal book is maybe 75,000 words. Typing, editing and copyediting the two-volume book was an enormous task in itself, but I published the e-book last month, and it’s currently at the printers. I’m in the midst of mailing out Kickstarter goods, and spend an hour or so every day at the post office, slowly getting through it all. But now, at least, each step comes with a sense of getting closer to the end of the tunnel. Each step is a box ticked: releasing the e-book, seeing the DVD copies come in, releasing the soundtrack, mailing the goods out, and slowly getting webisodes finished off and released.
 
Leonard J. Paul composed the soundtrack for Beep – believed to be the first feature-length, procedurally-generated film soundtrack

Overwhelmed

If I had to sum up the past two years of my life, it would be with the simple word, “overwhelming.” From Kickstarter campaigns, to planning and background research, to filming, editing, finalising, transcribing, layout, copyediting, to the webisodes and press interviews and film festival submissions and managing all the emails and social media…I underestimated every single task how much time it would take.
I’d done major projects before, but this one was a whole other category of crazy. You never see how much work goes in behind the scenes on these projects, and I was working 12-16 hours a day, 7 days a week, for most of the past two years to pull all of this together.
I was working 12-16 hours a day, 7 days a week, for most of the past two years to pull all of this together
The big lesson learned I think is to assemble a team of people that you trust in advance—and whom you have worked with on smaller projects and know they will not flake out on you. There were plenty of people who volunteered to do work on Beep, but who disappeared when it came to getting work done. I tried hiring people several times to take on tasks, and always ended up re-doing the work myself anyway, disappointed with their results. Nobody is as invested in your project as you are, and ultimately, it falls on your shoulders to get the work done, so unless you’re prepared to do all of it yourself, then you need to raise enough money to hire professionals from the start. Could I have raised that much money? Most likely not.

Looking back at Beep

Looking back on the past two years, I can’t help but feel exhausted—physically, financially, and emotionally. It will take me a long time to recover from this project. People ask about a Beep 2 and I just shake my head. But I’m excited about what we accomplished. I feel giddy holding the DVD in my hand and I watch the mail daily, anxious to get the books. I’m regularly reminded how important the project is.
We lost another of our interviewees, Jory Prum, in April. I didn’t want to change our original dedication at that point, but Jory was a good friend, and has been in my thoughts all the time we finished the project. The film is officially dedicated to Brad, but in reality, it’s dedicated to Jory as well.
It’s dedicated to all of the people who made me fall in love with games, who gave me the soundtrack to my life
It’s dedicated to all of the people who made me fall in love with games, who gave me the soundtrack to my life. The unsung heroes who kept making great music despite toiling away in obscurity, often thinking nobody cared about them. We did care, and I hope that the project shows you how important you are to all of us. Thank you: to those who are part of the project and to those who we couldn’t get to interview. And thanks to all those who helped or supported me–either through backing the project, or just sending a few words of encouragement.

Quais São Os Melhores Livros Para Promoção Na Industria Da Música?


What Are The Best Books on Music Promotion and The Music Business?




When musicians ask me for recommendations on books to help them advance their music career, I rarely recommend books about music promotion, as many get outdated, or just say the same old shit e.g. ‘Be active on social media’ or even more painfully ‘Build a loyal fan base’. Below are a few exceptional books that I would recommend, along with a few great books on creativity, and success that I regularly recommend to musicians.

Books on music promotion

This is one of the few music promotion books that I regularly recommend. Ariel is not only a good friend in the online music business world, but she’s an incredibly talented music publicist with some incredible insights. In Music Success in Nine Weeks, Ariel shares tips ranging from creating your elevator pitch, to setting goals, and managing social media strategies. Don’t worry, despite the title of her book she doesn’t actually expect you to reach the pinnacle of music business success in nine weeks time, but if any book were to get you closer to that goal, this would be it. A must-have for any DIY musician looking to promote their music.

Another great book by a good friend in the community. Bob Baker has been in the game of marketing music longer than most of us, and although some of his tips are the common sense types, this book has some great insights for the musician looking to do some guerrilla marketing (no, that’s got nothing to do with actual guerillas). For less than £15 this book is worth picking up and scanning for a few fresh ideas.

Books on The Music Business

This is one of my favourite books on the boring side of the music business (sorry music lawyers). In Music Business: The Essential Guide to the Law and the Deals Ann talks through everything you need to know to keep your hands clean and be prepared when managers, record labels, sponsors, and other music companies start asking for your autograph on a dubious piece of text-heavy paper. The book is fun and has lots of hard-hitting case studies from her career as a music lawyer where well-known musicians got screwed over by lawyers, record labels and other music business professionals. If you’re looking to learn about the various types of emerging deals and contracts, this is the book.
A few years ago I interviewed Dave Kusek about his thoughts on where the music business is going. Dave has an abnormal talent for predicting the future of innovation in the music industry with great accuracy. This book is his manifesto on the future of music and the digital revolution. It’s a great read from one of the most intelligent futurists in the music business.

My Top Five Books for Musicians

Now onto the really great stuff – the books above are great reading if you want to learn about promoting music or the music business in general, but the most well-rounded and intelligent musicians I meet are often those who explore outside of the boundaries of the music section in their library. Here are my top five books of all time for musicians.
1. Anything You Want by Derek Sivers
In January 2012 I was lucky enough to meet Derek at his offices in Singapore. Derek founded CDbaby and sold it for $22 million, which he then gave to a charitable trust. This book is an amazing collection of lessons about creative entrepreneurship, innovation, and life, from one of the most humble and down-to-Earth musicians I’ve ever had the pleasure to meet.
What makes Anything You Want such a great read for musicians is that it explains how Derek was frustrated that he couldn’t sell his music online, which is why he created a buy-it-now button on his website. When other musicians saw Derek selling his music with a buy-it-now button they asked if they too could sell their music on his website, until he finally ended building an ‘online music shop’, known today as CDbaby.com. If you don’t want to spend the £5 or so on buying this book, I strongly recommending dedicating at least an hour or so to reading some of Derek’s life lessons on his blog sivers.org – you will not regret it.
2. Think and Grow Rich by Napoleon Hill
Despite the title, this book is not really about getting rich (in my opinion). Think and Grow Rich is a study of over 1,000 successful entrepreneurs over 25 years. Napoleon distilled all of the traits commonly found in successful entrepreneurs into 13 simple principles. I see musicians as ‘creative entrepreneurs’, and I see success as obtaining your dreams. This book is an incredible insight into how to realise dreams (but without the lame self-help twist).
3. Rework by 37 Signals
Again, this book by 37 Signals is more intended for creative entrepreneurs opposed to musicians directly, but there are some great lessons to be learnt in this book about being unconventional when it comes to working on building your career as a musician.
4. Crush It! by Gary Vaynerchuk
I’ve read this several times now, and every time I read the first ten pages I get a huge burst of motivation to kick ass on social media. Gary Vaynerchuk is one of the few non-celebrities with over 1,000,000 followers on Twitter. He built his multi-million pound success from pure hustle on the social media, and this is where he shares how he does it. If nothing else, this book is a brilliant motivational kick up the ass.
5. How to Win Friends and Influence People by Dale Carnegie
This is a classic by Dale Carnegie on how to win friends and influence people. “Why do I need to learn how to win friends?” I hear you ask – because the same processes apply to winning fans, and unless you’ve got a decent fan base who are supporting your creative work, you’re going to struggle. This is one of best books on communication skills for anyone looking to up their game.
Have any other recommendations of great books for musicians? Let me know your favourites in the comments below and hopefully we can start compiling a great reading list for musicians.

Marcus

domingo, 2 de outubro de 2016

É Incrivelmente Caro Manter Um Site De Streaming - Então Consolidação Poderia Ser O Caminho!

It's incredibly expensive to run a music streaming site — so consolidation could be on the way

SoundCloud CEO Alexander Ljung


Spotify isn't making any money. It's not even close to profitability. Its most recent accounts show it made a $194 million (£149 million) loss in 2015.
And if you thought that was bad, German music streaming startup SoundCloud's finances may make you wince. It lost €39.1 million (£33 million) on revenues of just €17.3 million (£14.9 million) in 2014.
It's no surprise, then, that The Financial Times reported on Wednesday that Spotify is in advanced acquisition talks with SoundCloud.
Spotify has a business model that's all about hooking in free users through its ad-supported tier, and then (hopefully) converting them into paying every month for the service.
SoundCloud could help funnel more people into Spotify, while keeping itself as a slightly more niche streaming site focused on original content by DJs and smaller artists.
There have been rumours of consolidation in the streaming space for years. Hans-Holger Albrecht, CEO of music streaming service Deezer, warned in an interview with Business Insider in January that consolidation is on its way.
"It’s still going to be the number of players I anticipated. Four or five big ones," he said. "You see clearly Spotify, Apple is there. Rdio got acquired now. Whether it’s just US or embedded in Pandora is still to be seen. And then you have to say whether the other big guys will do more greater moves. Nothing has changed in that respect."
There are three established players in the world of music streaming: Apple, Spotify, and Google. They (probably) aren't going anywhere soon. But smaller streaming startups can't afford to keep losing money every year.
It was reported in June that Apple held acquisition talks with Tidal, the music streaming service owned by Jay Z that has been struggling financially. And that certainly wouldn't be the first time a large streaming site bought a smaller competitor. Pandora acquired the assets of Rdio in 2015, and Google acquired streaming site Songza in 2014.
It's expensive to run a music streaming site and lose money every year. Apple, with its $231 billion (£177 billion) cash pile, can afford to run Apple Music at a loss for a long time. But smaller music streaming startups will reach a point where they have to make a choice: Start making money or sell up.
It looks like SoundCloud may have already reached a decision, and it won't be the last startup to do so.

terça-feira, 27 de setembro de 2016

5 Dicas Para Ter os Bloggers De Musica Escrevendo Sobre Você! Eu Continuo Tentanto!!

5 Tips For Getting Music Bloggers To Write About Your Music


Although the value of a review in printed publicationshas greatly diminishedbloggers remain a valuable resource for getting your music into the public eye. Here we look at useful tips for capturing the attention of these modern day taste-makers.
_____________________________
Guest Post by Bobby Owsinski on Music 3.0
It used to be that just one good review in a magazine could sell loads of albums. Even a bad review could be really good for business if it was in a publication like Rolling Stone. That’s all changed since magazine reviews have become pretty irrelevant as the music world has moved online. Now its the music blogs like Pitchfork or Stereogum that can make the difference not so much in sales, but visibility to a new audience. Yes, music bloggers are important.
Sometimes those larger blogs are tough to break through, but the smaller bloggers still provide more of a one on one chance to state your case.
But how do you approach music bloggers in the first place? There really is a right and wrong way to do it, so here are 5 tips to get a blogger interested enough in what you’re doing to actually post about it.
1. Read the blog for a while to become familiar with the theme and feel. You can turn the blogger off completely by sending something cold without knowing the backstory of the blog.
2. Make some post comments without any overt marketing.Just try to move the conversation along on a few posts. The idea is for the blogger to recognize you as someone who contributes regularly and adds to the conversation.
3. Only after the blogger becomes familiar with you is it safe to reach out about what you’re doing. If you’re a regular reader and contributor, the blogger is much more likely to read a press release or take a listen to your music.
4. Sometimes asking a question about your project gets a response. While many bloggers are too busy to answer every email, many go out of their way to accommodate a regular reader and contributor. As a result, it’s perfectly okay to follow up after you’ve sent something to the blogger and there’s a good chance he’ll answer.
5. Never hard sell, just inform. Hard sell is a turnoff in general. Don’t do it. It’s okay to state the relevant information, but keep the superlatives like “Best band ever!” out of the equation.

Compositoras Na Indústria Dos Games - Veja A Diferença De Salários

Female Composers in Games Industry See Gender-Based Pay Penalty, New Study Finds


"Prince of Persia: The Forgotten Sands" composer Penka Kouneva attends The Women Who Score: Soundtracks Live in Concert at Grand Performances on Aug. 19, 2016 in Los Angeles. 

As GameSoundCon, the annual conference for game music composers, is set to begin on Tuesday, Sept. 27, in Los Angeles, the profession finds itself in the dichotomous position of being in a Renaissance Age for sound technology, but in the Dark Ages when it comes to income equality, a recent industry survey shows.
The penalty for being a woman in game audio is roughly equal to two years’ of experience, according to an independent analysis of the survey. In other words, a woman with eight years of experience composing music for video games was compensated on the same level as a man with six years of experience.
The analysis was based on data gathered online via the Game Audio Industry Survey, which tracks compensation, working conditions, contact terms and production information for the video game music and sound industry. The survey included responses from 526 men and 51 women. The 10:1 ratio of respondents mirrors the gender composition of the industry as a whole, said Brian Schmidt, a veteran interactive music composer and sound designer and executive director of GameSoundCon, which commissions the annual industry survey.
This is the first year survey organizers have commissioned an independent analysis of the gender data -- largely because there were so few women in prior surveys for there to be a valid sample, Schmidt said.
Now that the profession has quantified the bias, it needs to address the harder questions of why it happens and what can be done about it, said Karen Collins, the Canada Research Chair in Interactive Audio at the University of Waterloo. 
"I don't think there's outright discrimination," Collins said. "I do think it's a systemic problem across all fields."
Though there may not be overt discrimination, many studies suggest that subconscious bias plays a powerful role by shaping expectations of what the ideal job candidate looks like, for both men and women. The influence may seem subtle, but the effect is substantial. An analysis of 100,000 job offers on Hired.com found that 69 percent of the time, men are offered more money than women for the same job title at the same company. In addition, men are offered an average of 3 percent more pay than women. While that's initially a small difference, it can add up to hundreds of thousands of dollars over the course of a career. A separate study by the National Women's Law Center calculated that difference to be $430,480 over a 40-year career.
"Because all their role models are male, women may not ask for as much pay or offered as much money because there's a perception that they don't look like what you would think of as a music composer, and, therefore, they're not as good," Collins said. "There's an expectation that women are not as capable as men. But it's not a conscious one, which makes it a lot harder to overcome because they don't recognize the bias."
In interactive music composition, women encounter a "double whammy," said Collins. That's because the profession stands at the confluence of two heavily male dominated fields -- technology and music composition. "In music school, women generally have male role models. Add that to the technological aspect, which is also male dominated, and you have a double whammy."
As for what can be done to balance the scales, Schmidt says he's doing two things off the bat. The first is acknowledging the bias in a roundtable discussion at this week's GameSoundCon conference. The second is to schedule a disproportionate number of women speakers at the conference, both to broaden the perception of what a game music composer should look like and to encourage more women to seek leadership roles.
"There tends to be two main salary peaks," Schmidt explained. "One is around $60,000 a year, and another is around $140,000 a year. That jump occurs when you shift into a manager, director or other leadership role." In other words, having more women in leadership roles would significantly tip the salary average higher for females. "I think it's important for people to see women as leaders and experts in the field of game music composition and sound design," Schmidt said.

Adele Alcançou Com "25 " O Status De Diamante Em Menos De Um Ano

Adele's '25' Hits Diamond Status in Less Than a Year

Adele was presented a plaque celebrating the 10x Platinum (Diamond) certification of her latest album 25.   The presentation took place on Sept. 22, 2016 at Madison Square Garden where the artist just completed a six-night stint. 





Adele is once again in a league of her own. In an era when mutli-platinum album sales are typically reserved for an elite group of artists, the British singer has reached a career pinnacle that most superstars are lucky to summit once, to say nothing of doing it twice in a row. According to the RIAA, Adele's smash 25reached diamond status last Thursday (Sept. 22), certifying it for 10 million in sales in the U.S. alone. She received the 10X Platinum plaque on the final night of her six-show stint at Madison Square Garden. 
On the strength of the seven-times platinum single "Hello" as well as hit singles "Send My Love (To Your New Lover)" and "When We Were Young," 25 reached diamond in a little over 10 months. Her previous album, 2011's 21, propelled by hits "Rolling in the Deep" and "Someone Like You," took almost two years to hit diamond in November 2012. Adele continues her sold-out North American tour, which runs through a Nov. 21 date in Phoenix, Arizona.