Indie Game Sound Design: From MIDI to Full Orchestral
Jason Coleman's 15-year journey through game audio evolution
The MIDI Era (2005-2010)
Learning constraints: 16-channel limit taught melody economy. Each sound had to pull triple duty.
Digital Revolution (2010-2015)
Introduction of Pro Tools changed everything. Suddenly there was no technical limit to think about.
Current Orchestral Workflow (2015-Present)
- Composer: MIDI mockup with EastWest samples
- Recording: 40-piece orchestra at Abbey Road
- Mixing: Dolby Atmos spatial audio for VR games
Listen: Can't Turn It Off