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Jordan interviews AAA audio composer and sound designer Michael Bross, known for his work on games like Ratchet & Clank, Counter Strike, Oddworld, XCOM 2, Simpsons: Tapped Out, World of Tanks, Arena of Valor, and more. Michael shares insights on breaking into the game industry as a composer, what he looks for when hiring new talent, and when audio teams should be brought into the game development process. He also shares the importance of early audio integration in game development, his unique approach to concept composition, and how to get the best out of working with audio teams.
Topics covered:[02:53] Michael’s early career: From songwriter to game composer at Paragon Software
[06:18] The transition from small studios to AAA titles like Ratchet and Clank
[09:44] What Michael looks for in new composers and sound designers
[12:12] Concept composition: Creating music early to set the tone for game development
[16:15] Working with non-musical teams: How to give emotional direction to composers
[19:53] Balancing cinematic scores with gameplay
[23:03] How live operations (LiveOps) have changed the audio development process
[28:52] Challenges in VR audio development, including Edge of Nowhere
[34:20] Michael’s thoughts on audio’s role in evolving game genres and technologies
Learn more about Michael Bross:
Games & companies mentioned:
By Jordan Blackman4.9
4646 ratings
Jordan interviews AAA audio composer and sound designer Michael Bross, known for his work on games like Ratchet & Clank, Counter Strike, Oddworld, XCOM 2, Simpsons: Tapped Out, World of Tanks, Arena of Valor, and more. Michael shares insights on breaking into the game industry as a composer, what he looks for when hiring new talent, and when audio teams should be brought into the game development process. He also shares the importance of early audio integration in game development, his unique approach to concept composition, and how to get the best out of working with audio teams.
Topics covered:[02:53] Michael’s early career: From songwriter to game composer at Paragon Software
[06:18] The transition from small studios to AAA titles like Ratchet and Clank
[09:44] What Michael looks for in new composers and sound designers
[12:12] Concept composition: Creating music early to set the tone for game development
[16:15] Working with non-musical teams: How to give emotional direction to composers
[19:53] Balancing cinematic scores with gameplay
[23:03] How live operations (LiveOps) have changed the audio development process
[28:52] Challenges in VR audio development, including Edge of Nowhere
[34:20] Michael’s thoughts on audio’s role in evolving game genres and technologies
Learn more about Michael Bross:
Games & companies mentioned: