You are browsing the archive for Guney Ozsan.
Robi: Cosmic Savior, the game that I made the music and sound FX is released on iOs platform. Robi is the first game by the studio Gram Games from Istanbul. If you have an iPad or iPhone you can download and play the game for free.
Robi: Cosmic Savior – Trailer
We designed an audio visual video mapping installation commissioned for the Salt-Soyut (Purely Abstract) exhibition at Mixer Arts, Istanbul. The work is released from our new-media development studio Post Illusions. Ahmet Said Kaplan, Ugur Engin Deniz and Ismail Anil Guzelis worked on the animations and I’ve realized the sound design part.
Centrifugal is an installation piece consisting of video mapped onto an extruded surface of four concentric circles. It’s a collaborative videoart project enhanced with sound design that explores possibilities of circular motion and implications of centrifugal force.
Ahmet Said Kaplan (Animation)
Ugur Engin Deniz (Animation)
Ismail Anil Guzelis (Animation and concept)
Guney Ozsan (Sound design)
Yay! My electronica project Analog Sheep made into the Top Ten in Reverbnation Charts for Electronica in Turkey, currently in #6. Analog Sheep is also in the Trending Now list of Reverbnation. I love you Istanbul!
Originally the music is constructed during the game by combining 1 second loops, each of which are attached to a specific move type of the character. Later I made a special arrangement and published under Analog Sheep.
(If you can’t see the music player click here and listen to it on SoundCloud.)
MP3 DOWNLOAD LOCATIONS
My electronic project “Analog Sheep” finally came into the world. I was working hard on this project, and from now on, I will be collecting my music full of synthesizers of vintage colors and analog character under the name Analog Sheep.
Analog Sheep is named after the novel “Do Androids Dream of Electric Sheep” by the American writer Philip K. Dick. The novel describes a post-apocalyptic world where it became very hard to distinguish androids from human beings. Analog Sheep is formed to ask the question: “Do Synthesizers Dream of Analog Sheep?”
The character design of Analog Sheep is created by Murat Kalkavan.
The soundtrack of independent video game producer Murray Lorden‘s iPad/iPhone game “Rad Skater Apocalypse” became Analog Sheep’s debut album. The 4 track soundtrack EP is full of analog modelled synths, solos and vintage feeling. Besides there is a bonus track called “I Miss My Amiga 500“, an ode to Amiga era for Amiga crazy fans.
(If you can’t see the music player click here and listen to it on SoundCloud.)
|Mp3 Download Locations|
This autumn, we applied for the “Prix Ars Electronica Collide@CERN“, an international competition for digital artists which is offering a residency program initiated by the laboratory. Our audio-visual group Post-Illusions competed to win the 3 months of residency at CERN the worldâ€™s largest particle physics laboratory in Geneva. We couldn’t make the residency award but, we brainstormed hard for this entry. We would like to share our work with the community so that someone interested may be inspired. Feel free to contact us to discuss or meet anything related.
(Competition Entry for Prix Ars Electronica Collide@CERN 2013)
This is our first interactive installation with our audio visual group Post Illusions. Here, a user roams in a house and paints objects with body movement. This time, I participated as the programmer of this project. Although I didn’t do anything about audio or sound, the background and know-how I developed for this project is very essential for my future projects. I am working on an environment without light, in which you can walk around in a 3D space made of sound. I am expecting to create a feeling that you swim in sounds with volumes.
Our aim and challenge in this project was to create a first person interactive experience using Kinect and Unity 3D. The user is able to walk around a house, garden and paint objects from a color catalogue interface. We considered if the current motion tracking technology can provide a swift working end user experience for daily usage outside of gaming realm.
My second game music goes to Australia, for the mobile game “Rad Skater – Apocalypse”. This time, we try to save the world from the attack of the pixelated zombies and aliens while we collect colorful vintage casettes.
Edit (January 21, 2013): “Rad Skater Apocalypse” game soundtrack is published as a 4 track EP under my vintage electronic project “Analog Sheep“. It is full of analog modeled synths, solos, vintage dance feeling from Amiga days and positive mood. In addition to that there is a bonus track called “I Miss My Amiga 500“, an ode to Amiga for Amiga crazy fans.
(If you can’t see the music player click here to listen to it on SoundCloud.)
The good-times soundtrack to the apocalypse!
You may as well enjoy your last moments in time with Amiga 500 inspired analog dance music.
(If you can’t see the video click here to watch it on YouTube.)
Rad Skater is produced by the indie game developer Murray Lorden from Melbourne. Murray and I met through our adoration of the Amiga, and the amazing games and music from our childhood. I sent Murray a track that I made, an ode to Amiga, which helped creating a special bond between us. Growing up in the 80′s, and through this bond, we came to work together on Rad Skater. You can find the iTunes page of the game here.
I started working on the music of Rad Skater from the atmosphere of the Amiga 500 era. The tracks rythmically carry some characteristics of the chip tune style, structurally based on rock music with lots of riffs and solos, and beyond those, they are analog dance tracks.
On January 14, 2013 I will publish the Rad Skater music and my ode to Amiga 500 as a 4 track EP under the name Analog Sheep, my project for collecting my electronic works.
“Karabasan Glok in the Musical Forest” is a first-person audio game without graphics. Before reading the postmortem you can play the game and get information about it here.
This is my second game jam. First one was Global Game jame 2012 Istanbul (GGJ). I went GGJ to make music but because of the heavy snow (extremely heavy) only a few people showed up. In addition to that, all of the games except one were not suitable for music placement. Because of the snow we had to spend two days in the Koc University campus. Then, with a developer that I met there, Kerem Tiryaki, we developed a mobile music game (toy) in unity 3D, based on accelerometer. I liked the idea of games without graphics very much, and since I involved with Unity 3D already, I strated experimenting on it.
When the theme of the GDT Jam announced as escape, the idea of 3 dimensional sound and escape seemed very suitable with each other. According to my initial design monsters were supposed to run after us and we will try to understan where they were coming from. The winning condition was to reach a soothing sound or music. With running our heart rate and breathing would speed up but running too fast would cause a heart attack. So I planned the create a balance between heart attack and monsters chasing, creating adrenaline with sounds aiming our subcounscious, heart beat, breathing, roaring.
Of course I couldn’t reach that conclusion in 48 hours. The resulting game was a single monster lost, and we are trying to find him. Why it ended like that?..
This weekend (June 15-17) I joined the online “GDT Jam 1″ organized by Game Developers Turkey (GDT) group. This is my second game jam. The first one was Global Game Jam 2012 Istanbul. There we had made an audio game (or a music toy) with Kerem Tiryaki. In this jam, I did another audio game (Game is embedded below this post).
The theme of the jam was “escape”. I decided to make a first-person audio game without graphics. I used binaural audio technique. The classic panning is not used for giving the direction of the sound. In panning, only the volume of the sounds between left and right channels are adjusted, resulting in the audio to be laid out on a one dimensional line. In binaural technique I used here, different audio information is passed to both ears. Of course take this version as a prototype. I needed to complete this one in 48 hours. I will be working on the project.
Although the result is a small game, I gained much experience from this event. The postmortem that I write about the development process mentions problems, experiences and notes on audio optimization in Unity 3D.
A total of 16 games are made in the GDT Jam. We had a good conversation with the community in the IRC channel. You can see and play all the games of “GDT Jam 1″ in GDT Jam page.
CanavarÄ±mÄ±z Karabasan Glok is lost in the Musical Forest. Please find an catch him for us.
Question: I am recording audio at 24-bit, I also export at 24-bit. Do I need dithering?
G: Yes, because music production softwares do their internal calculations in 32-bit or 64-bit. Whether you create sound within software or take recordings in 24-bit, the smallest change you make, even on a volume knob, spreads the data to 32/64-bit depth. If you make a 24-bit export, you trim that part of the signal, although it contains meaningful information.
Question: I can’t hear the difference between the audio with and without dithering. Do we really need it?
G: When you reduce the bit rate of an audio signal, a quantization noise appears in the signal which is quite sharp and penetrant. Besides that, you just throw away some of the information that there actually is a way to include it in the signal. This causes loss in details especially on effects like reverb and sustain, that is, loosing the unaudible but perceivable polishing that enriches the audio, like loss of feeling of surrounding, shrinking in stero width. Especially this effect of shrinkage will be augmented over and over in further compression steps (mp3, aac, sample rate reduction…etc.)
Q: What is dithering?
G: Keep reading:)
- How is the mind of a fairy right after it gets killed?
- Take a psychological journey through a confused mind.
- A concept album made of post-modern mix of emotions through electronic music
with experimental jazz and ambient influences.
- The fantastic hand drawn cover by Ozge Senogul will also provide you new horizons in this trip.
Mp3 download locations:
- Bandcamp (320 kbps mp3 or 192kHz/24bit lossless FLAC) + (artwork wallpaper)
- iTunes (256 kbps mp3)
- Amazon.com (256 kbps mp3)
Note: At Bandcamp 85% of the revenue generated reaches the artist, on the other hand, only 55% of the revenue generated by iTunes or Amazon reaches the artist. If you pay attention to where your support goes, you can provide more support to the independent community.
“Fairy Got Killed ” is a concept album that I made between the years 2000 and 2005. At those days there wasn’t any suitable environment for independent music publishing, so I kept the project for myself. Then life drifted me to projects involving other people. Academy, bands, live music… I had to freeze my inner self at that point. 7 years later, now I caught the chance to return to my singularity…
I composed this music for an independent game developer in Finland.
The song consists of two parts. The first part (Approach) sets the atmosphere. The second part (Probe) begins with the bass driven groove. It can loop itself seamlessly in the game. The version here is the complete version.
(Composer & Producer: Guney Ozsan)
(If you can’t see the player listen to it at SoundCloud)
The game is called Big Blue World Domination. It is a retro strategy game that you try to conquer the world with secret agents in your super secret base. If you would like to hear the song with the game you can download here (PC). Game atmosphere is close to the classic UFO and simpler. It is prepared for the monthly competition of Adventure Game Studios, so gameplay is not fully tweaked.
This is my musical and visual e-zine.
You can also call it a readable radio-tv with a self-service play button.
I encounter a lot of things worth sharing and most of them get lost in the dusty walls of Facebook. So, I decided to collect and publish them in my blog. I will mostly try to share beautiful and interesting works of the artists that are not easy to access. I’ve placed music players and videos for my selections. Take your time while reading, listening, watching.
In this issue we are going electronic in a wide range.
Global Game Jam (GGJ) is a 48 hours event which takes place simultaneously all around the world and it is organized annualy. People who are interested in developing video games get together and try to find ideas and develop a video game on that years theme from scratch. All of the stages such as idea, design, development, test is realized within 48 hours. …Read the rest here…