~/talk

The Life of a Japanese Composer

TalkinJapaneseat GCAP 2019 · 2019-10-07..10-09· [creative-coding]
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A Japanese game composer explains moving from traditional piano-and-score composition to PSG and FM synthesis at Capcom, learning computers to handle composition, sound design and data entry solo. He discusses choosing arcade projects to meet tight marketing schedules (producing three to four games per year), then later freelancing using orchestral sampling and DAWs for remote indie work funded by crowd-funded projects, with examples like the Derby Stallion series, Dragon Quest Sword and a sung ending recorded with an indie team.

AI-written summary · about

  1. 0:00Introduction
  2. 1:09Why I became composer
  3. 4:18Joining Capcom
  4. 7:32Transitioning freelance
  5. 9:17Game music changes
  6. 14:10Hardware evolution
  7. 17:36Digital audio advances
  8. 20:58Balancing melody
  9. 24:42Indie studios rise
  10. 27:01Working under limits
  11. 33:00Work-life balance
  12. 36:05Exploring styles
  13. 39:00Early project involvement
  14. 41:16Melody in modern games
  15. 44:20Composition challenges
  16. 46:29Music under constraints
  17. 48:18Modern tools ease limits
  18. 50:41Q&A
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