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محتوای ارائه شده توسط Film.Music.Media. تمام محتوای پادکست شامل قسمت‌ها، گرافیک‌ها و توضیحات پادکست مستقیماً توسط Film.Music.Media یا شریک پلتفرم پادکست آن‌ها آپلود و ارائه می‌شوند. اگر فکر می‌کنید شخصی بدون اجازه شما از اثر دارای حق نسخه‌برداری شما استفاده می‌کند، می‌توانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
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GoldenEye 007 Retrospective | With Graeme Norgate & Grant Kirkhope

1:01:20
 
اشتراک گذاری
 

Manage episode 355809790 series 2361111
محتوای ارائه شده توسط Film.Music.Media. تمام محتوای پادکست شامل قسمت‌ها، گرافیک‌ها و توضیحات پادکست مستقیماً توسط Film.Music.Media یا شریک پلتفرم پادکست آن‌ها آپلود و ارائه می‌شوند. اگر فکر می‌کنید شخصی بدون اجازه شما از اثر دارای حق نسخه‌برداری شما استفاده می‌کند، می‌توانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal

Co-composers Graeme Norgate and Grant Kirkhope sit down together to reflect back on scoring GoldenEye 007 for the Nintendo 64! Surprisingly, in nearly 26 years this is the first time that Graeme and Grant have spoken publicly about the score together!

Graeme and Grant take us back to the mid 90's where the two of them found themselves working for Rare Limited; a game developer based out in the English countryside. Hear the origin story of how the two met, what it was like working at Rare in those early days, and how the two of them found themselves working on GoldenEye 007.

The duo talk about the technological limitations of the time, how they rarely worked on the game at the same time during its lengthy delayed production, how they had complete freedom with the music, and how the levels were scored simply based off short descriptions and early art.

Both Graeme and Grant are open about how they really had no idea what they were doing at the time as two young composers. You'll hear how Graeme handled the "sound design" of the game, and where he found what are now the legendary death grunts of the enemies as well as the sounds of each gun.

You'll also hear great stories like how Grant scored the now legendary pause music, which of the NPC's were modeled with their faces as an easter egg, and much more. We also look at how long it took for them to realize that the game was a hit, and the years leading into Perfect Dark.

This is truly a special conversation for anyone who grew up playing GoldenEye 007 with friends at every sleepover till your thumb was raw from pushing around that infamous N64 joystick. And hopefully if you're new to the game, you can learn how a small group of passionate people accidentally made one of the most iconic video games of all time.

A Film.Music.Media Interview | Produced & Presented by Kaya Savas

  continue reading

374 قسمت

Artwork
iconاشتراک گذاری
 
Manage episode 355809790 series 2361111
محتوای ارائه شده توسط Film.Music.Media. تمام محتوای پادکست شامل قسمت‌ها، گرافیک‌ها و توضیحات پادکست مستقیماً توسط Film.Music.Media یا شریک پلتفرم پادکست آن‌ها آپلود و ارائه می‌شوند. اگر فکر می‌کنید شخصی بدون اجازه شما از اثر دارای حق نسخه‌برداری شما استفاده می‌کند، می‌توانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal

Co-composers Graeme Norgate and Grant Kirkhope sit down together to reflect back on scoring GoldenEye 007 for the Nintendo 64! Surprisingly, in nearly 26 years this is the first time that Graeme and Grant have spoken publicly about the score together!

Graeme and Grant take us back to the mid 90's where the two of them found themselves working for Rare Limited; a game developer based out in the English countryside. Hear the origin story of how the two met, what it was like working at Rare in those early days, and how the two of them found themselves working on GoldenEye 007.

The duo talk about the technological limitations of the time, how they rarely worked on the game at the same time during its lengthy delayed production, how they had complete freedom with the music, and how the levels were scored simply based off short descriptions and early art.

Both Graeme and Grant are open about how they really had no idea what they were doing at the time as two young composers. You'll hear how Graeme handled the "sound design" of the game, and where he found what are now the legendary death grunts of the enemies as well as the sounds of each gun.

You'll also hear great stories like how Grant scored the now legendary pause music, which of the NPC's were modeled with their faces as an easter egg, and much more. We also look at how long it took for them to realize that the game was a hit, and the years leading into Perfect Dark.

This is truly a special conversation for anyone who grew up playing GoldenEye 007 with friends at every sleepover till your thumb was raw from pushing around that infamous N64 joystick. And hopefully if you're new to the game, you can learn how a small group of passionate people accidentally made one of the most iconic video games of all time.

A Film.Music.Media Interview | Produced & Presented by Kaya Savas

  continue reading

374 قسمت

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