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Tom is an ASCAP winning and MTV VMA-nominated composer who’s been in the biz for a long time and has an impressive list of both TV and game credits including PlayerUnknown’s Battlegrounds, Red Steel 1 and 2, Tom Clancy’s Ghost Recon, Prince of Persia, Wolfenstein Youngblood, and the Halo Anniversary Edition soundtracks.
In our conversation we discussed the importance of having an R&D period in your mind before you begin composing, what he calls the “sandbox” phase of composing, where he allows himself to just play, incidentally sort of tricking himself into composing (this is a huge pro-tip for composers, you don’t wanna miss this).
He also offers some really practical advice for building meaningful relationships in the game audio space.
As all my guests always do, Tom brought a ton of value to me personally and whether you’re just starting out making music for games, or you’re a seasoned pro, I guarantee you’ll find something helpful in this conversation.
Resources from Tom:
In our conversation we discussed the importance of having an R&D period in your mind before you begin composing, what he calls the “sandbox” phase of composing, where he allows himself to just play, incidentally sort of tricking himself into composing (this is a huge pro-tip for composers, you don’t wanna miss this).
He also offers some really practical advice for building meaningful relationships in the game audio space.
As all my guests always do, Tom brought a ton of value to me personally and whether you’re just starting out making music for games, or you’re a seasoned pro, I guarantee you’ll find something helpful in this conversation.
Resources from Tom:
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