Page Title: Protostar – Rob Howard, Video Game Designer

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Page Text: Project Details The audio scripting required manipulating sound cues based on touch interaction. For example, there is a large spinning planet, surrounded by satellite planets, that the player spins by using swipes across the touch screen. The pitch and volume of the music and sound effects change with the speed of the ball’s rotation. Additionally, the musical timing required careful scripting as well as player input sounds. My favorite interaction that I scripted was the satellite planets, which respond with a glass chime (actually a tuned brandy glass!). I was in charge of the sound design and musical composition of the tech demo. Both aspects were highly iterative, as this is the process for both Human Head and Epic Games. Musically, the demo went through many variations, some sounding very different from on another, until we settled on the right balance of grandiosity and playfulness. From a sound design perspective, I chose glass as a signature element, as it was the one sound effect that best matched the visual goals of the project: to create a spectacular environment that also seemed familiar. Late in the project I worked with Dynamedion, a leading group of orchestras and arrangers in Europe. The result was a spectacular musical score, as only professional human performers could achieve! I also had the pleasure of working with Epic’s sound designer, Zak Belica, who helped finish off the project’s audio during the final stages of the project. Developer: Human Head Studios

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