Wikipedia:Reference desk/Archives/Entertainment/2010 May 13

= May 13 =

Heracross
hi, guys, can anyone tell me how to get Heracross in pokemon Emerald? thanks, Jds500 (talk) 16:52, 13 May 2010 (UTC)


 * Apparently in the Safari Zone Acro-Bike area, whatever that means. My Pokémon's a little rusty. Rawling 4851 18:25, 13 May 2010 (UTC)
 * Bulbapedia is a very good site for this.  Eagles   24/7  (C)  20:09, 13 May 2010 (UTC)

Name that tune - UK HSBC Premier "Moving" advert
Hi all, wondering if anyone can help me with this one. I'd like to know the music played behind the HSBC Premier advert on in the UK at the moment. The advert is here on Youtube, but the music is different in the UK. I'm still searching for a clip of the music, but if anyone knows what the tune is anyway...

I'm hoping it wasn't just written for the advert, because it appeared on this TV program last night - although the iPlayer version has all the music cut out, so that's no help either.

So. Not much to go on, but many thanks if anyone can help.

Rawling 4851 18:24, 13 May 2010 (UTC)


 * A quick google says Psapp's Rear Moth, no idea if that is right.  meltBanana  21:39, 13 May 2010 (UTC)


 * ... My Google technique must be terrible. No sound at the moment, but thanks for the link and I'll check it out when I get home. Cheers. Rawling 4851 07:52, 14 May 2010 (UTC)


 * Actually, I found the advert on that site, but it had the music listed as Unknown. Either someone's updated it since last night, or they've got it up more than once. Cheers! Rawling 4851 07:53, 14 May 2010 (UTC)


 * Woop, that's it :D Cheers! Rawling 4851 16:59, 14 May 2010 (UTC)

Finding work as a composer for video games
Where can I find work as a composer for video game music? I'm not really looking to get paid at the moment, I'd just like to build some sort of portfolio or establish myself.

74.76.194.162 (talk) 20:21, 13 May 2010 (UTC)


 * If you are just looking to establish yourself, you could consider posting some music on the OverClocked ReMix site, which features interpretive arrangements of video game music. The downside is that as far as I know, all arrangements must be based on already-published music, so you probably wouldn't be able to share original work.  --Cerebellum (talk) 21:29, 13 May 2010 (UTC)


 * Jonathan Blow, the creator of the successful indie game Braid, says he got all the music for his game from Magnatune (ref - he posts several followups explaining what he did and how the deal went). Secondly you could consider releasing some of your music under an open source or free-software licence, and offering it to open-source games like Tremulous or Warsow, or whatever you see in list of open-source video games that matches the style of music you do.  A few games already have music (The Battle for Wesnoth has some pretty impressive music) but most don't.  -- Finlay McWalter • Talk 22:02, 13 May 2010 (UTC)


 * I should add that these suggestions both essentially require that, in addition to being the composer, you'd also have to function as the performer, recording engineer, and producer - something that's obviously easier if your music is synthesised than if it's intrinsically analog like singing or acoustic guitar. In general it seems to be the case that small studios want someone who just gives them the whole music (and often the whole sound) solution done and dusted (as in "send is the WAVs and we'll send you the cheque"). Many seem to function as the sound designer too (you'd provide the voices, music, and all the bumps and bings and clanks too) - Plants vs Zombies soundsmith Laura Shigihara seems to do the whole lot (including getting her dad to sing in the Japanese version). -- Finlay McWalter • Talk 22:39, 13 May 2010 (UTC)


 * (I work in the games industry as a graphics programmer - so I know enough about this subject to be dangerous!) Only the very largest games companies need a full-time dedicated composer.  Most will either hire a composer to compose one specific piece for just for one game - or they buy pre-existing music - or they adapt music from previous games with different arrangements and instrumentation.  There is a more general class of "Audio tech guy" - and most game teams will have at least one of those on-staff.  These guys are generalists - they can compose a bit, play music live, use a range of music tools, record sound effects - synthesize them where necessary, they record 'voice actors' and handle cleaning up recordings and making them work in the game...some of them are even programmers who can write their own audio software.  If you have most or all of those talents - then just start applying for jobs - just about every game company has a web site with a "jobs" section - and they are usually able to find a job for a good person even if they weren't specifically looking to fill such a position.  I guess it would help to have a good online portfolio - some way for potential employers to listen to music and sound effects that you've done.  Maybe include a CD of your best stuff in with your resume.
 * If you're prepared to do it for nothing - then ask if they'd be prepared to offer you a short internship. Most companies use interns - paying them either minimum wage - or nothing at all.  However, that's probably the best way to get your 'stuff' out there and get some game-credits under your belt.  If you can afford to work for little or no pay for a few months - and providing you don't expect to immediately be given something exciting and challenging to do - you can gain some valuable industry experience that way.  Again, the best way to get started is to start emailing the HR folks at these companies.
 * Another possibility is to find a recruiter to make contacts for you. These people are very variable in ability - one that I'd recommend highly is "Digital Artist Management".  They can help you with figuring out what should go in your resume and what into your portfolio...the downside is that they charge your future employer for their efforts - and that does somewhat reduce your value in the market.  However, I'd strongly recommend using them for finding your first job - and once you've been in the business for a while, you'll know enough people to get jobs more easily in the future (assuming you're any good that is!).
 * But if you're expecting to just do composing - forget it. Most games take around 3 years to develop and have at most a couple of custom tunes (games like 'Guitar Hero' and 'Rock Band' - and even 'Grand Theft Auto' that use a LOT of music tend to buy well-known tracks from the original artists and may not use a composer at all).  Since it doesn't take 18 months to compose something, it's clear that only the very largest companies (those who have many games in development at once) could even consider employing someone who just composes and does nothing else of value - and even those would tend not to do so, preferring generalist audio guys. SteveBaker (talk) 03:43, 14 May 2010 (UTC)


 * That's right. Publishers are the ones you should hit up (if you move past the portfolio stage and are seeking full time employment), not developers, because their volume of work can lead to savings by employing musicians and sound effects guys.  Smaller developers utilize contractors for these.  It's easier to get a job as the latter because there's a larger volume of work.  A difficulty with being a contractor is that there seems to be more supply than demand for composers.  Comet Tuttle (talk) 20:31, 14 May 2010 (UTC)

Miami Vice
The car of Crockett Ferrari 365 GTS/4 Daytona Spider blow up in the end of season 2 and in season 3 he is driving a new Testarossa but why is he driving the Ferrari 365 GTS/4 Daytona Spider in season 3 episode 7 again?

Can someone help? —Preceding unsigned comment added by 80.171.157.192 (talk) 21:25, 13 May 2010 (UTC)


 * The IMDb page for that episode says it's a continuity error. Most likely they filmed that episode along with the other season 2 ones, but (for whatever reason) didn't show it until season 3, and hoped no-one would notice (or care) about the magically un-exploded car. -- Finlay McWalter • Talk 22:05, 13 May 2010 (UTC)

Thanks —Preceding unsigned comment added by 80.171.157.192 (talk) 22:56, 13 May 2010 (UTC)