Showing posts with label Thom Kozik. Show all posts
Showing posts with label Thom Kozik. Show all posts

Thursday, May 15, 2014

Check Out The Latest Inner Circle Podcast

Bobby Owsinski's Inner Circle Podcast logo imageThe latest Inner Circle Podcast has just been posted, and this time the guest is 16 time Grammy Award-winning engineer Benny Faccone. Benny, who's won most of his Grammy's while working with Latin superstars like Mana and Ricky Marin, talks about the differences between American and Latin music, among other things.

Commentary includes a discuss on the need for the Rock and Roll Hall of Fame, and a look at some of the new recording consoles and why they don't include DAW control.

If you've missed other episodes of the podcast, they include:
  • Show #1 - Engineer Dennis Moody, who discusses the difference between mixing in the studio and live.
  • Show #2 - Omnia Media COO Thom Kozik, who talks all about making money on YouTube and Multichannel Networks.
  • Show #3 - LA session bassist Paul ILL, who discusses about what it takes to be a studio musician.
  • Show #4 - Publisher/producer Richard Feldman, who talks about how the world of publishing has changed because of digital music.
You can access the Inner Circle Podcast at either BobbyOInnerCircle.com or on iTunes.
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Thursday, February 20, 2014

Music And Games Make Friends Again

Steam Music logo image
Music and games - what a great combination. Or that’s what seemed to be the case during the Guitar Hero/Rock Band days of a few years ago. At it’s peak, artists, bands, labels and songwriters saw an unexpected and, for a time, significant income stream that promised to hold up a flagging music industry for a little while, only to have it go the way most that trends do and die almost overnight. After a short fling with gaming, music had struck out.

But gaming insiders knew that the recent experience was only the tip of the iceberg and that music would someday experience a boom in gaming again, only in a different form. As Thom Kozik, then Vice-President of Online Gaming at Atari (and now COO of the Omnia Media multi channel network) forecasted in the second edition of my book Music 3.0: A Survival Guide For Making Music In The Internet Age:
“There was a model that showed up in a few games about a decade ago where the player was offered an option on the music. Because the licensing models were what they were at the time, that didn’t work as well as hoped. Now all these decisions about taste that you can express in an online game puts the control in the consumer’s hands instead of the game studio or publisher. We’ll see the return of the “choose your own soundtrack” model, with direct, immediate payment by the consumer at the time they hit play.”
That prediction looks like it may have come to pass thanks to the recent announcement of a new service by Valve Software called Steam Music, which allows gamers to listen to songs from their digital libraries on their computer while playing a game. Read more on Forbes.
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You should follow me on Twitter and Facebook for daily news and updates on production and the music business.

Check out my Big Picture blog for discussion on common music, engineering and production tips and tricks.

Sunday, January 8, 2012

The State Of Music In Gaming

Video Game Music image from Bobby Owsinski's Music 3.0 blog
Gaming was a huge new source of income for the music business a few years ago, but it seems like the Rock Band and Guitar Hero fads are now long past. That said, a number of new opportunities will soon be available in gaming, as you'll see in this interview excerpt with Thom Kozik. The interview comes from the 2nd edition of Music 3.0: A Survival Guide For Making Music In The Internet Age.

"A seasoned tech-industry executive of more than 25 years, Thom Kozik has spent most of that time on the gaming side of the tech industry, having served as president of gaming search engines Wazap and All-Seeing Eye (which he sold to Yahoo in 2004), before he became director of business development for Yahoo’s Media group, then Executive Vice President of Online Gaming at Atari. He is now president of Nüko Games.

What’s changed in gaming in the last couple of years?
There are two big things that have changed; the explosion of online gaming in the Western markets (predominantly driven through Facebook), and the music games that we were talking about two years ago have sunsetted with the change in appetite among gamers.

As far as console games like Rock Band and Guitar Hero, there’s a feeling by video game publishers that they’ve milked that cow as far as they could and can no longer sell tracks endlessly into those franchises. They haven’t turned them off completely and there’s still an effort to continue to sell into their installed base, but we’re not going to see another Beatle’s Rock Band on the horizon. The economics just aren’t there.

For an artist who wants to produce for this space, I think there’s actually more opportunity than there was a couple of years ago. Back then the focus was on the music games, but the publishers really didn’t worry about new music at all. They just wanted old back catalog to throw into the channel.

Now browser-based and mobile gaming (which I still consider to be online gaming) is where the action is. The truth is that the biggest growth area is based around games that depend upon and live via an online connection. In mobile games in particular, most of the early games in this area were self-contained experiences where titles like Angry Birds and Doodle Jump had the audio assets for the entire experience, along with all other elements, in the download package that the consumer purchased from an App Store. That’s shifting quickly to games like Infinity Blade, which uses a traditional console gaming engine and has taken the iPhone and iPad markets by storm. No one expected to see a game of this breadth and quality on a mobile device. It wasn’t because of the limitation of the device, but more about the nature of the product being released by the game developers. What’s most important about a game like Infinity Blade and those that are going to follow is that they’re structurally more like console games in that different levels load dynamically as the player progresses. What’s important for musicians is that there’s a need for more soundtracks and audio assets as the publishers continue to sell and ship those new levels to players. This trend in mobile gaming is much bigger than the equivalent of “map packs” that publishers put out for console and PC games in years past.

From a creative standpoint, now you have a few leading indicators of what can really be done on these mobile platforms. We’re opening up a really cool opportunity for the composer, artist or publisher to do the same kind of grand scoring and creative expression of music on a mobile device that they would have done on a console as recently as a couple of years ago. That’s a big opportunity.

On the browser game side, one of the things that we’re going to see is that the game developers and studios have had their eyes opened to what can be done in a web browser, so the games are getting much bigger in scope. What’s important is that in the Angry Birds or Doodle Jump world, the ability to create a score or the amount of music available in the game is fairly limited. Contrast that to the kind of games we’re used to seeing on consoles or PCs or massive multiplayer games like World Of Warcraft. The music is epic -- it’s a lot more than some catchy loops.

It’s soon going to be easier to have great epic scores on mobile games than on the browser because of the nature of the way that a browser talks to the Internet. There is technology out there that can make it easier on a browser, but it will be a question of how smart the game developers are with this."

You can read more from this and my other books at bobbyowsinski.com.
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You should follow me on Twitter for daily news and updates on production and the music business.

Check out my Big Picture blog for discussion on common music, engineering and production tips and tricks.

Monday, October 10, 2011

New Music Opportunities In Gaming

Music 3.0 2nd edition image from Bobby Owsinski's Music 3.0 blog
Here's another excerpt from the upcoming 2nd edition of Music 3.0: A Survival Guide For Making Music In The Internet Age, which will be out in early November.

This time it's an excerpt from an interview with my good friend Thom Kozik, who knows more about gaming (and tech in general) than most people on the planet. Thom began in digital media in 1990 while at Microsoft where he helped engineer the beginning of both the multimedia revolution and interactive television. Along the way he's spent most of his time on the gaming side of the tech industry, having served as president of gaming search engines Wazap and All-Seeing Eye (which he sold to Yahoo in 2004), before he became director of business development for Yahoo’s Media group, then Executive Vice President of Online Gaming at Atari. He is now president of Nüko Games.

In this excerpt, Thom talks about how games are evolving and how that's providing opportunities for artists and composers like never before.
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"There are two big things that have changed; the explosion of online gaming in the Western markets (predominantly driven through Facebook), and the music games that we were talking about two years ago have sunsetted with the change in appetite among gamers.

As far as console games like Rock Band and Guitar Hero, there’s a feeling by video game publishers that they’ve milked that cow as far as they could and can no longer sell tracks endlessly into those franchises. They haven’t turned them off completely and there’s still an effort to continue to sell into their installed base, but we’re not going to see another Beatle’s Rock Band on the horizon. The economics just aren’t there.

For an artist who wants to produce for this space, I think there’s actually more opportunity than there was a couple of years ago. Back then the focus was on the music games, but the publishers really didn’t worry about new music at all. They just wanted old back catalog to throw into the channel.

Now browser-based and mobile gaming (which I still consider to be online gaming) is where the action is. The truth is that the biggest growth area is based around games that depend upon and live via an online connection. In mobile games in particular, most of the early games in this area were self-contained experiences where titles like Angry Birds and Doodle Jump had the audio assets for the entire experience, along with all other elements, in the download package that the consumer purchased from an App Store. That’s shifting quickly to games like Infinity Blade, which uses a traditional console gaming engine and has taken the iPhone and iPad markets by storm. No one expected to see a game of this breadth and quality on a mobile device. It wasn’t because of the limitation of the device, but more about the nature of the product being released by the game developers. What’s most important about a game like Infinity Blade and those that are going to follow is that they’re structurally more like console games in that different levels load dynamically as the player progresses. What’s important for musicians is that there’s a need for more soundtracks and audio assets as the publishers continue to sell and ship those new levels to players. This trend in mobile gaming is much bigger than the equivalent of “map packs” that publishers put out for console and PC games in years past.

From a creative standpoint, now you have a few leading indicators of what can really be done on these mobile platforms. We’re opening up a really cool opportunity for the composer, artist or publisher to do the same kind of grand scoring and creative expression of music on a mobile device that they would have done on a console as recently as a couple of years ago. That’s a big opportunity.

On the browser game side, one of the things that we’re going to see is that the game developers and studios have had their eyes opened to what can be done in a web browser, so the games are getting much bigger in scope. What’s important is that in the Angry Birds or Doodle Jump world, the ability to create a score or the amount of music available in the game is fairly limited. Contrast that to the kind of games we’re used to seeing on consoles or PCs or massive multiplayer games like World Of Warcraft. The music is epic -- it’s a lot more than some catchy loops.

It’s soon going to be easier to have great epic scores on mobile games than on the browser because of the nature of the way that a browser talks to the Internet. There is technology out there that can make this easier, but it will be a question of how smart the game developers are with this."

For more book excerpts from this book and others, go to my website.
-----------------------------------

You should follow me on Twitter for daily news and updates on production and the music business.

Check out my Big Picture blog for discussion on common music, engineering and production tips and tricks.

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