Noel
Gabriel
Freelance Audio Specialist/Composer
Current project:
DBZ for Game Boy Advance. I was an assistant sound designer on this project
and worked with the audio director at ImagineEngine creating sound effects
for the game. This was the Game Boy version of a popular card game that
originated in Japan. The sound design for this title was fairly basic
and was intended to enhance the game play. For example, when a battle
card was played, there would be the sound of swords clashing.
Academic Info
College:
Southwest Texas State University
Degree: B.A. in Music with an emphasis in Sound Recording
Technology
Were there any particular projects or areas of study that you pursued?
In addition to the audio aspect of my degree, I pursued numerous composition
classes that were put to good use when I began composing for Human Code.
Did you do any
internships?
I interned at Human Code, which turned into my first full time position
in my field.
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 in the industry was working for a developer in Austin called
Human Code. I began there as an audio intern, later became a contractor,
and then quickly accepted a full-time audio position in their audio department.
Human Code was involved in several lines of interactive work, but I chiefly
worked in the interactive entertainment division. Initially most of my
work was sound design for games, but I seized whatever composing opportunities
became available. My "big break" in that area was when Mattel
asked for numerous composers to demo some pieces for their Barbie Riding
Club title that was being produced at Human Code. Several composers from
both inside and outside of HC submitted pieces including myself. My piece
ended up being the closest to what they envisioned for the project, so
I wound up doing all the music for that game (which ended up being the
best selling game Human Code would make.) From that point forward my duties
were split between recording and editing voice over, creating sound effects,
and writing and producing music for HC's interactive games. Gradually
as more sound designers came into the audio department, I found myself
in the position of doing primarily music, which is what I enjoyed most.
What jobs have
you held in the games industry thus far? Briefly describe the career path
you took to get where you are today.
Well, to add to where I left off, I became an audio specialist for Sapient
Corporation when they purchased Human Code around August of 2000. A few
months later I was promoted to Senior Audio Specialist and remained in
that position until Sapient decided to exit the interactive gaming market.
At that point I became an independent contractor. Having complete music
and sound production facilities at my house has allowed me to work for
clients across the country out of my home.
Advice
What fields
of study, specific courses, or life experiences would you recommend to
students interested in your field?
If you're interested in getting a formal education, the Sound Recording
Technology program at SWT is still your best bet in this part of the country.
On the east coast, Berkley has a good program, as does UCLA on the west
coast. Regardless if you choose to attend college, the most important
thing you can do is to try to get your hands on the tools of the trade
and use them every chance you get. Classes and books can provide an important
background but you must become very comfortable with the tools. In the
audio industry today, that generally means having a computer with a good
audio card and audio software. Sound Forge, Vegas, ProTools, and Acid
are a few of the commonly used programs in the industry.
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 was required to take an enormous amount of electronics and high-level
math classes in school. Even though at that time, I didn't have a choice
about taking these, I would have greatly preferred additional audio classes
instead of these classes which ended up being entirely useless in my professional
career. Also, from the composing side of things, I wish I had taken piano
lessons from a very early age. Excellent piano chops are a great asset
to a composer, and, unfortunately I have to struggle with that.
As games increase
in complexity, what are the various kinds of jobs that you foresee development
companies needing in the next five years?
Hopefully, we will see more dedicated audio
programmers who handle interactive audio and music in game play. Only
a few companies currently do this and it is becoming increasingly important
with the new features available in Microsoft's DirectSound and DirectMusic
tools. Even though much of these tools are script based, it's still best
to have a dedicated programmer to integrate all the audio programming.
Do you have
any other advice or recommendations to share with students who are interested
in doing what you do?
If you're looking for work in the audio field, your best bet is to move
to the east or west coast. All the other markets currently have more qualified
professionals than available jobs at the moment. It's best to go ahead
and make the move before you put down roots. Also, you've heard it all
your life, but there's a lot of truth in "it's not what you know
it's who you know." Having the necessary knowledge and skills will
help you keep your job, but if you want to get your foot in the door,
you need to know the right people. Being lucky doesn't hurt either.
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