Current / Recent Soundtrack Work

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Track Posted from Oddworld

January 08, 2013 |
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You can find a track I posted from the Oddworld Stranger's Wrath soundtrack here:

https://soundcloud.com/michael_bross/shadow-across-the-land


I wrote this for the main menu of the game. What do you think about it? Send me an email here.

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Kings Road

September 06, 2012 |
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I've been working on music for Kings Road, from Rumble Entertainment. It's really been an awesome team to work with!

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News on Ratchet & Clank: Full Frontal Assault

September 05, 2012 |
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I recently completed work on Ratchet & Clank: Full Frontal Assault, Insomniac's upcoming game published by Sony.

 

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Ratchet & Clank: All 4 One soundtrack finally released!

July 26, 2012 |
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I created the score for this game last year. Sony has finally released the soundtrack on iTunes. You can find it here:

itunes.apple.com/us/album/ratchet-clank-all-4-one-original/id532284976 

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Projects

June 06, 2012 |
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It's been a busy year for sure. As I mentioned in my previous post, I'm working on the latest Ratchet and Clank game from Insomniac, which will be published by Sony. This release is part of a franchise that has sold 35+ million units. it's my second project with Insomniac.

I also continue my work on Firefall. This is something I've been working on for a while now. If you haven't seen it, here's a clip from last year where I'm interviewed about the soundtrack: Firefall interview.

Also, a project that has been fun to work on is "King's Road" from Rumble Entertainment. Learn more about it here where you can sign up for the beta.

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Ratchet & Clank: Full Frontal Assault

May 30, 2012 |
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Here's the new Ratchet and Clank title I'm composing for:

www.gameinformer.com/b/news/archive/2012/05/30/insomniac-announces-ratchet-and-clank-full-frontal-assault-for-psn.aspx

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Interviewed on "Designing Sound"

May 07, 2012 |
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I was recently interviewed by the "Designing Sound" site:
 
designingsound.org/2012/05/interview-with-michael-bross/

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Soundtrack Release Coming for Ratchet and Clank: All 4 One

January 25, 2012 |
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I don't have all the details yet, but wanted to let you know that a soundtrack release for Ratchet and Clank: All 4 One is planned from Sony. Will post more in the near future when I know more.

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Oddworld Stranger's Wrath- Released for Sony's PS3

January 02, 2012 |
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I worked on a really exciting project from 2002 - 2005. It was a game called "Oddworld Stranger's Wrath". I was the audio director / composer and was part of the Oddworld Inhabitants team. The game was published by EA, but EA didn't really give it any marketing love. The game received lots of critical acclaim but because of the lack of backing from the publisher, the game didn't sell as well as expected.

At the end of last month (Dec. 2011), though, it finally saw its release on the PS3. This is very pleasing to me because the original team put so much passion and work into it. Congrats to the JAW, Ltd. for bringing it back to life.

Anyway, it's available on PSN.
Check it out! And give me a shout if you find you're diggin' the music. I wrote almost 5 hours worth for it.

 

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Notes on Subway Meditations album

November 26, 2011 |
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Yesterday I came across some notes I put together when I released my Subway Meditations album back in 2009. Thought I'd post them here to give you a little background on the concept of the album:

bross.com/subway_meditations_artist_notes 

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Another A4O Review...

November 22, 2011 |
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Matt Gosper at popular Australian game site Stevivor reviews Ratchet and Clank: A4O and say this about the music:

"The visuals and music direction in All 4 One are just as crisp and gorgeous as the previous PS3 titles..."

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Site link:
stevivor.com/review/ratchet-clank-all-4-one/

 

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Unreleased track from Oddworld Stranger's Wrath

November 14, 2011 |
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I've made available a track from the Oddworld Stranger's Wrath soundtrack that has never been released before. Enjoy!

Go here. 

 

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3 More Reviews of "Ratchet & Clank: All 4 One" Soundtrack

November 04, 2011 |
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I'm pleased that reviews of the A4O soundtrack have been generally very positive. Here are three more.

The "Worth Playing" review:

"The soundtrack is pretty decent, too, featuring an epic score produced by composer Michael Bross, who worked for the Oddworld series. His unique touch fits the Ratchet & Clank universe extremely well."


From the Gamer Node site:

"...features a great soundtrack"


And a review from beefjack.com review site:

"The musical score of Ratchet & Clank: All 4 One also helps add feeling to each level: a traditional, bouncy sea shanty adds to the experience of the water based levels, while a somewhat creepy tune adds to the dark forest. As with the environments themselves, the music adds variety to the game."

The musical score of Ratchet & Clank: All 4 One also helps add feeling to each level: a traditional, bouncy sea shanty adds to the experience of the water based levels, while a somewhat creepy tune adds to the dark forest. As with the environments themselves, the music adds variety to the game.The musical score of Ratchet & Clank: All 4 One also helps add feeling to each level: a traditional, bouncy sea shanty adds to the experience of the water based levels, while a somewhat creepy tune adds to the dark forest. As with the environments themselves, the music adds variety to the game.
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Review by Capsule

November 01, 2011 |
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Australian-based site Capsule reviews Ratchet and Clank: All 4 One and gives a positive review of the soundtrack:

"The music of the game isn’t bad. It is quite good, actually. The music usually fits the action on screen and happens to bring some of the charm of the series. One particular track in the game that deserves a mention is the main theme. This track is often used in the various tracks throughout the game and it is a track worth listening to. It is quite catchy and somehow fits with the overall theme of the game, which is quite good."

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Michael Bross YouTube Channel

October 30, 2011 |
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My YouTube channel is now set up. More content coming soon:


www.youtube.com/michaelbrossmusic

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Music Mentioned in A4O Review From Slant Magazine

October 27, 2011 |
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Slant Magazine review says this about my score for A4O:

"Music composer Michael Bross turns in a rousing score..."

Full review of game here:

www.slantmagazine.com/games/review/ratchet-and-clank-all-4-one/129

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VG Chartz Review

October 23, 2011 |
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Review of Ratchet and Clank: All 4 One from  VG Chartz site mentions the soundtrack...
"…there were a few levels with genuinely moving background music that reminded me of Final Fantasy XII in the best of ways."

Review of Ratchet and Clank: All 4 One from  VG Chartz site mentions the soundtrack...


"…there were a few levels with genuinely moving background music that reminded me of Final Fantasy XII in the best of ways."

 

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My Mixer

October 20, 2011 |
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My mixer may be old school, but I love it.

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IGN

October 20, 2011 |
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An IGN review says this about the A4O soundtrack: " I couldn't believe how catchy the theme song was..."

IGN review 

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Making Room For the Unknown

October 19, 2011 |
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Some artists are intent on creating exactly what they envision in their minds.

Sometimes I’ll start with specific ideas, but more often I’ll start with a general idea of where I want to go and then explore from there.

I like the idea of making room for the unknown. It makes the process of creating more interesting to me and allows me to grow. Even mistakes I make in the process are potential opportunities.

Unintention is a hidden gem.

It allows me to break into new territory and to try and avoid stagnent ideas that have been stated over and over.

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Firefall Video Interview

July 26, 2011 |
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Here's a link to a video interview for the Firefall project:
www.youtube.com/watch?v=xW75kbk17Qo&feature=player_embedded

Here's a link to a video interview for the Firefall project.

 

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Orchestra Recording Session

May 14, 2011 |
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I had a session the other day with a live orchestra for the Firefall score and worked with an orchestra in Prague.

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Kitchen Percussion

May 03, 2011 |
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I raided my kitchen and found some old pots and pans which I used for percussion on a track. You may notice in this pic that there are also rulers. These I used for "drum sticks". Sometimes I like to use objects as instruments in music that weren't intended to be used as that.

Music can come from anywhere and anything if you listen or look for it.

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For Aspiring Composers And Sound Designers

April 12, 2011 |
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Over the years, I’ve gotten a ton of email from many of you asking how to break into creating music and audio for games. This information is for all you aspiring composers and sound designers who are looking for that first step.
Cheers,
Michael
===================
I’ve never heard anyone successful in the field say that becoming a working composer or sound designer was easy. The road to get to that point can seem especially daunting for those starting out, and with good reason. Many of you find that after much effort, that first real gig is still elusive.

Well, I believe the most difficult step is the first step. Why? Because it’s hard to get that first job without experience and it’s hard to get experience without that first job.

If you are looking to become that successful composer or sound designer, below are some thoughts that may help you out. An important point to keep in mind is though I’m speaking from my 18+ years of experience in the field, others with ample experience will have differing opinions on what is the road to success. That’s what you need to keep in mind. Very important! There is no one path to success in this field. Everyone, more or less, finds a unique way in.

Following are some points to keep in mind as you reach for the first wrung on the ladder:

1. Build Relationships
Building relationships is the most important thing you can do for your career (along with nurturing your talent). Believe it or not, I know of a successful game composer who says that building relationships is more important than talent.

There’s so much competition out there and there’s a lot of great talent vying for the same gigs. You’ll have a difficult time getting gigs if you don’t know anyone. 

The kind of people you want to meet are those who make the decisions on hiring composers and sound designers. Every scenario will be different, but generally the people you want to target are audio directors, audio leads, producers, and creative directors.

Like the film industry, the best way to land a gig, permanent or freelance, is to get out there and network, meet people and make the commitment to develop relationships. Generally, decision makers would rather hire someone they know directly or via personal referral instead of bringing on a "cold" hire. Quite simply, it's all about trust. For anhy open position you see on job boards, there are many that never get advertisted and are filled through networking and personal referrals. btw, that's how I've landed most of my gigs. You'll find this especially true with contract positions. Most of them are never posted anywhere. The jobs are taken long before it even gets to that point.

How do you get face-to-face time with decision makers? One idea: offer to take them out to lunch so you can ask questions about the field, the creation process, etc. Don't count on getting a job like this right off the bat, but the essential thing is your making contact.

Relationships take a long time to build. You can't be in a hurry. Getting that first good gig may take a couple years (or more). Remember that though talent is important, it’s not totally about how talented you are. I know of brilliant people who aren't reliable or are difficult to work with (that is, they can’t be trusted), so I wouldn’t hire them for a gig. People hire those they trust. Cultivating trust doesn’t happen overnight.
2. Location, Location, Location
Where you live can improve your chances of working as a composer. Move to a location where there is a concentration of game developers. Here in the U.S., there's Los Angeles, San Francisco and Seattle. I live in LA where many of the biggest developers and publishers are. U.S. cities such as Austin, San Diego, Chicago and Boston have game development communities, too, but they are smaller. For our Canadian friends amongst us, there's Vancouver and Montreal though the scene is, as of this writing, smaller than that of LA and SF area. I'm not as familiar with developers in the UK, Europe or elsewhere, so you'll have to do your research if you want to work there.

Why live where the developers are? Even with all of our modern modes of communication, the most effective way to develop relationships is face-to-face interaction. You can’t do face-to-face if a potential client is in Los Angeles and you are in Toledo, Ohio.
I’m not saying that you can’t meet some success living outside a developer hot zone, but I am saying that you’re chances of success will greatly increase if you are in a place where it’s easy to get to meetings, have lunch, attend functions, etc. with decision makers present. It's easier to remember a face than an email.
3. Building a Resume
The great Catch-22: As I said before, it’s hard to get a job without experience. It’s hard to get experience without a job. I believe the hardest step is the first step. Sometimes you have to get creative and “create” experience:
A possibility is working on MOD projects or no-budget indie games to start. You will most likely not make any money, but it will give you experience as well as showing that not only are you dedicated to getting a gig in the industry, but that you have an understanding of how to create audio for games. I know. Audio is audio, no matter what medium, right? Not totally true. Games tend to be technically quirky when it comes to producing audio. Showing that you have that knowledge and can speak the language will help.

I think working in other mediums can be helpful, such as film. It’s hard to get these gigs, too, but working/collaborating with student filmmakers will help you build some experience and a pool of work to show off to potential clients/employers. Starting at the bottom can be frustrating, but you have to start somewhere.

4. Be A Gamer
I know of companies that passed on hiring talented (and experienced!) candidates because they didn't have knowledge of the game industry or an enthusiasm for it. 

You’ve gotta love it! Play the latest and greatest games. Keep up on industry news. For starters, a good news source is www.gamasutra.com. Know who’s developing the h
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