Crispin
Hands
Composer/Sound Designer/Audio Director, Lionshead
Entertainment
Current project:
Impossible Creatures
(a.k.a. Sigma) from Relic/Microsoft. I am doing all the sound stuff.
Academic Info
College:
Capilano College, Vancouver
Degree: Almost got an electrical engineering degree, before
moving on to pursue musical studies...
Were there any particular projects or areas of study that you pursued?Did
you do any internships?
Does it count as an internship if the company already employs you? I did
some unpaid work at nights for the audio department at EA while working
as a paid tester during the day.
Career Info
Tell us about
your first job in the industry. How did you get the job? What was it like?
What were your responsibilities?
My first job was as a QA tester at EA Canada. I heard about it through
a friend and attempted to get a position in the audio department. When
the department head laughed me out of the building after hearing my demo
tape I turned right back around and took the "consolation prize"
in QA. This
actually turned out to be a good move since EA had a policy of trying
to hire from within and I had access to people in the audio department
that I wouldn't have had as a "guy off the street".
What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today.
QA Tester, QA Technical Support, QA Assistant Lead, Speech Editor, Sound
Designer, Composer.
I was very lucky with
my timing and the people I worked with. In QA my qualifications as a techie
and the good communications skills I learned at my soul-depleting law-firm
job helped me climb the ladder pretty quickly. This lead to more opportunities
to connect with the dev teams and people in the audio department and finally
got a very low position as a speech editor in the evenings while I worked
in QA during the day.
I showed as much interest,
respect and willingness to learn and work hard as I could during that
time and it paid off. I got a full time position in the audio department
within my first year. At this point I was able to learn as I worked with
the help of some fantastic mentors. Guys like Alistair Hirst who was the
audio lead on several Need for Speed titles at the time and Steve Royea
and Traz Damji who I worked with on several NBA Live titles really were
pivotal people in my career.
From there I started
doing more sound design and finally got to pursue my dream of composing
for games. This was largely because I had access to the excellent high-end
equipment we had in the department. All my previous music had been done
on a 4 track with a Sound Blaster and a couple of crappy synths.
I got to work with
some excellent composers and they really helped and inspired me to push
myself creatively and technically.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
I would recommend that you tailor your school program to reflect what
you intend to pursue but start out with a broad selection of courses so
you can get a better picture with each piece of the puzzle. You may think
you're interested in one thing only to immerse yourself and find that
you're really strong in something else.
Here are some things
that all game audio professionals should have a handle on:
- Digital audio -
how it works, the ins and outs of A/D and D/A converters, what sounds
good, what doesn't and why. How it differs from the analogue domain
in several important areas.
- MIDI - learn it,
use it, get creative with it...
- PC and Mac hardware,
software and OS. You'll eat, breath and sleep this stuff so get to know
it.
- Recording engineering
and basic acoustics. Signal path, recording techniques and mixing chops.
- As much recording
and editing software as you can get your hands on for both Mac and PC.
- Location recording
and Foley.
- Psychoacoustics.
We build worlds. If you want to make them sound good and/or real you
need to understand the basic principles of how we perceive sound.
- Programming - Composers
and sound designers who can code are like gold in this industry. If
you want to guarantee yourself a position somewhere, learn to code.
C and C++ are great to have.
- Synthesizers -
architecture, programming and effects. A lot of game audio implementation
is done using a similar paradigm to synths and samplers.
Is there anything
you wish someone had told you before you got into the games industry?
Is there anything you would have done differently?
I wish I had had a better understanding of the production values that
were expected in audio. I had done some minor film and documentary scoring
work but was still laboring under the notion that a game composer could
just write the music and that someone else would produce and mix it. I
also had fooled myself into thinking that games didn't have the same production
values as other major mediums yet. This was in 1995 and it was entirely
my fault for not doing my homework on the state of the industry and the
company I was starting with. EA Canada had really high standards for sound
and it's not surprising that my demo was pretty much laughed at. When
I listen to it now I laugh too.
Luckily I eventually
got to learn those production values from some very skilled and talented
people at EA. However, my journey would have been much quicker and more
fruitful sooner had I come on board with some half-decent production chops
and a better idea of what genre's were being pursued.
Moral of the story?
Play current games! Lots of them! And especially familiarize yourself
with the games being done at the studio where you're trying to get a position.
Other than that, I
would have tried to strike a better balance between work and personal
life sooner on. It's really easy to get heavily immersed in the rush of
production and let other things slide. We have to work long hard hours
a lot of the time but if you stake your claim to a personal life earlier
on then you'll be more likely to put your time to good use.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
I think as far as audio goes we're already seeing many of the production
paradigms head toward that of the film and professional recording industries.
At this point, we've been putting 5.1 mixes in a lot of games for awhile
and most gamers are expecting sound to be a cinematic experience. This
is opening the industry up more to high-end professional engineers and
composers. It's also beginning to push us to compete with these people.
There may also be
a call for larger companies to have a person or department in-house dedicated
solely to music licensing and/or supervision - another film industry standard.
As the novelty of great visuals plateaus, the need for the rest of the
game to push the envelope becomes more obvious. I'd like to see a lot
more games with compelling and well-written stories. Dialogue is in nearly
every single game out there these days so it's not that crazy to think
about having full time professional script writers on board with some
developers. Perhaps some already do?
Given the size and
complexity of some of the games that can be produced on today's hardware,
there may be a call for more people just to manage data for each facet
of production. Many animation studios have a person on each team whose
sole job is to manage and coordinate the huge number of assets in a production.
As our games get bigger and more complex, I could see the need for someone
just to manage all the different audio assets and coordinate production.
Almost like a DD role for audio only.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
- If you're a composer
then learn to work in many different genres - even one's you don't like.
Familiarize yourself with as much music as you can. Some people say
it's crucial to be classically trained. While I think it can be very
helpful I don't think it's absolutely mandatory. I've heard people with
no formal training blow people with years of classical music study out
of the water. Don't rest on talent alone though - always seek to learn
and improve yourself. People have been speaking and recording the language
of music for centuries; put this massive store of knowledge and inspiration
to use whenever you can.
- Pursue what you
love and don't let yourself make excuses for not getting there. If you
want something badly enough you'll get it.
- Get to know about
all aspects of game production. This will help you integrate far better
with a team and you'll understand the interdependencies that occur with
every production.
- If you meet someone
who is a potential mentor, show them respect, interest and a willingness
to learn and work hard. It's amazing how much this can help you move
forward.
- Learn to communicate
well. Written and oral communications are the backbone of everything
we do in this industry. The better you can do this, the better you'll
do all round. Be professional, courteous and calm in all situations
(but be human) and have a sense of humor. People respect this and it
will greatly improve your chances of getting in.
- If you're submitting
a demo, make it a slick presentation but not too busy. Put only your
best stuff on the CD and try to make sure you cover as many genres as
possible. Make it easy for the person to know how to contact you and
make it easy for them to find out more about you. Don't ever say "references
or credits available on request". No one will take the time to
try and track you down for more info unless they already know they want
to hire you. Make sure these things are part of the package and easily
accessible.
Good luck!
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