The Fat Man

The Fat Man, George Alistair Sanger, has been creating music and other audio for games since Thin Ice for Intellivision in 1983, which means that, with only one known exception, he has been in that business longer than anyone else. He is internationally recognized for having contributed to the atmosphere of well over 250 games, including such sound-barrier-breaking greats as Loom, Wing Commander I and II, The 7th Guest I and II, NASCAR Racing, Putt-Putt Saves the Zoo, and ATF. He was recording orchestral instruments for games as early as 1992, pressing to raise the quality of the gaming experience by using live instruments, lyrics, music videos, and digital recordings in games wherever where they had not been used before. For The 7th Guest, the first CD-ROM game to sell over 1.5 million copies, he created what is thought to be the first General MIDI (what computer users now generally refer to as "MIDI") soundtrack for a game, at the same time developing the FM tones that shipped with Microsoft Windows for years, allowing playback of GM files for users with low-level soundcards. He pioneered direct-to-MIDI live recording of musicians, and early on scored a soundtrack included with the game as a separate audio CD. His renditions of seven movements of Tsaikovski's Swan Lake contributed to that game's being considered a "work of art," and the score for Wing Commander was, if not the first, among the first soundtracks considered a selling point for the game. Most of this was done alongside his friends, the three other composers of Team Fat. For several years, Team Fat's music and sound effects dominated the American PC scene. Musicians were frequently directed by their employers to imitate Team Fat's work rather than that of artists in other media--a phenomenon that resurfaced recently with the sound design Sanger has done for slot machines. .

Sanger joined as the 21st member of the International Game Developers Association in 1994. In 1991, at the first Game Developers Conference awards show ever, the audio award went to Sanger's Wing Commander. Sanger helped pave the way for the first audio column in Game Developer magazine in 2001. In 2007 he was honored with the Developers' Choice award for Community Contribution.

Sanger has served on the board of advisors for Game Developer Magazine, and Full Sail's Game Development Degree program. He was a founding member of the Board of Directors for the Austin-based Game Audio Conference (now the audio track of the Austin GDC), has served on the Board of Directors of the BEAM Foundation, and has headed several peer committees to judge awards for game audio. In 1995, he was the first music producer to be accepted into the National Recording Academy based on his work in games rather than in CD's, film, or movies. He worked toward the goal of establishing a Grammy category for games, first independently with the Texas branch of NARAS, then years later in the group led by Chance Thomas that achieved this goal.

On the edge of the Canyon of the Eagles over the Colorado River, The Fat Man hosts the annual (since 1996) Texas Interactive Music Conference and BBQ (Project Bar-B-Q), the computer/music industry's most prestigious and influential conference. Based on the success of BBQ, in 2006 Sanger hosted the first Project Horseshoe, an intense think-tank aimed at solving game design's toughest problems.

Sanger was deeply inspirational in the founding of Game Audio's professional organization, the Interactive Audio Special Interest Group (IASIG). He worked for many years with the IASIG to establish a compatibility spec for General MIDI. He also established Fat Labs, which tested GM hardware and software in order to create the best possible experience for listeners. For a while, you couldn't sell a GM chip to a Taiwanese manufacturer without the "Fat Seal of Approval."

Sanger is mentioned in almost every book on the topic of Game Audio. His own book, The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness, published in 2003 by New Riders, is well-loved and much-quoted, and a very desireable collectors item. IMS ExpertServices, the premier subject matter search firm in the legal industry, rates Sanger as one of their small handful of EliteExperts.

At developer conferences, Sanger hosted "Demo Marathons" to allow game producers to be exposed to the music of many musicians from all over the world in a single sitting. His writings in his Music and Computers Magazine column, "Ride the Wired Surf," were meant to promote ideals and attitudes that would lead to better music on computers.

Sanger currently co-hosts the weekly webcast, Fatman and Circuit Girl, in which, through the process of inventing and prototyping, he and the well-known circuit design prodigy Jeri Ellsworth explore connections between art, science, fun, and creativity.


Friday, June 24, 2011

Korg IMS-20 Tutorial 3:  Sequencing for Synth and Drum tracks

George Sanger, The Fat Man

Here’s some detail about how to create a nice sequence, including the long-awaited journey into the world of Deepest, Darkest What-the-heck-is-the-difference-between-the-drum-and-synth-tracks-land.

In Tutorial 1, we struck a glancing blow at the step sequencer by showing where it is and how to change the length of a sequence’s loop, and then waving our arms vaguely and mumbling “and then you just turn some knobs and you’re done.”  We also claimed that the difference between drum and synth sequencing is “pretty much ‘nothing,’” but promised to get into it later.

Now it is later.  The Future.  And indeed we get into it.  This time we learn just what all those knobs do, except for the ‘voltage’ knobs, which got some of our famous hand-waving this time, and we promise to address on Patch Bay Day, which is now the New Future. 

And in this tutorial we explore the differences between synth and drum channels, which pretty much comes down to this:

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Saturday, May 14, 2011

Larry Carlton Markets Recording Sessions as Though They Were Japanese Action Figures.

George Sanger, The Fat Man

Guitar Great Larry Carlton appears to be exploring the limits of vertical-niche marketing.  (http://sessionmasters.com) Sure, you could sell copies of Beatles multitrack masters for thousands of dollars, but only to a few rabid fans, and of course, acts like Larry Carlton have rabid fans, but only a few, and…hmmmm…you know what?

...This might actually WORK…

Background

It used to be that high setup costs and low unit costs meant that a widget for sale had to appeal to a lot of people in order to generate enough sales to make a profit.  In recent years, technology has allowed the manufacture of small quantities of widgets even one-offs, at pretty reasonable prices.  As a result, Japanese marketing of toys has shifted considerably.  Anime and Manga (cartoons and comic books) are no longer all developed and marketed in such a way as to appeal to the widest possible audience.  Instead, more and more unique and oddball characters and situations are developed aimed at creating a small, but rabid fan base that feels compelled to buy absolutely anything having to do with their three or four favorite characters.

The Deal


Now, instead of trying to sell lots of cheap things (CD’s) to millions of people, most of whom couldn’t care less what a 335 is, Larry Carlton (Mr. 335) is selling a few expensive things to a small, foamy-mouthed fan base.  This reflects the same radical shift in marketing, made possible by new technology, that has led to recent massive success in the Japanese character-related toy market.

Could this really be a viable new way in which a recording session could pay off???

 

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Tuesday, May 10, 2011

What Microphone Should I Use?

George Sanger, The Fat Man

An enlightening Microphone Sound Comparison video made yesterday at Abbey Trails by “Team Fat’s” Joe McDermott (http://joemcdermottmusic.com/), for his Recording Engineering students at Austin Community College.

This surprising video illustrates a tiny piece of The Fat Man’s Laws of Studio Setup:

1. Knowledge trumps ignorance. 
2. Experience trumps knowledge. 
3. What you hear that day in the control room trumps experience. 
4. How it fits in the arrangement trumps what you hear that day. 
5. What the whole thing makes you feel in your heart trumps all.

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Sunday, April 24, 2011

Korg IMS-20 Tutorial 2A: Basics of Modular Analog Synthesis

George Sanger, The Fat Man

Let’s start twisting knobs and running patch cords like crazed scientists, shall we?  But first we’ll need some fancy words to fling about willy-nilly so that people will realize how very sophisticated and smart we are.

More of a Big Picture than a Shortcut:  Using the Korg IMS-20 on iPad as a playground, we delve into the basics of Modular Analog Synthesis.  This video touches upon

—Voltage oscillations, and how their shape affects how they are used as audio signals or as input to control various voltage-controlled thingummies. 

—We get a taste for high-pass and low-pass filters, and what “resonance” or “peak” controls do. 

—We are introduced to the LFO or, as Korg calls it, the “Modulation Generator.” 

—And we get the basics of the evelope generator.

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Sunday, March 27, 2011

Korg IMS-20 Tutorial 1A: Analog Powerhouse for $15 on the iPad

George Sanger, The Fat Man

Introduction and Tutorial for Kicking Out Fast Product for the Korg IMS-20 virtual modular analog synth and step sequencer on the iPad.

Shortcut:  This software costs fifteen bucks.  Fif. Teen. Bucks.

Shortcut:  The video tutorial shows an ultra-quick, low-effort, high-reward method of creating your own tune based on the demos that shipped with the software.

Big Picture:  This is a “consumer item” that can be used in professional audio production in place of thousands and thousands of dollars worth of vintage stuff. 

Big Picture:  This video contains a nice overview of how step sequencers are and how they work, in case you didn’t know and/or were wondering.

The smartest fifteen bucks I’ve spent in years got me thousands of dollars worth of modular analog synth fun—and with it’s smart interface and that glowing tone typical of Korg, it’s way useful for professional audio productions.  I feel like everything I do on it makes a sound I can use for a gig, and that is the sign of a good instrument.

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Sunday, March 20, 2011

iPad, you Pad, we all Pad for iPad

George Sanger, The Fat Man

A couple stupid, useless, and irresistible iPad hacks.  And maybe one or two stupid, useful and irresistible ones.

I do love my iPad, and it’s a serious workhorse for me.  But that’s not what this article is about.  It’s about something far more important—the effect having an iPad has had on my mind. 

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Saturday, January 08, 2011

Rooms, Racks, and Dumb-Asses

George Sanger, The Fat Man

A Tour of Weird Features of an Effective Studio (from the out-of-print book The Fat Man on Game Audio:  Tasty Morsels of Sonic Goodness) 

Very few game audio houses have a room big enough to comfortably house a mid-sized musical ensemble and the equipment necessary to record them. To play well, people must be happy. A room is big enough for a band and its equipment if, and only if, you can throw a good beer party in it. If you are fortunate enough to be able to use such a room for your audio production, Team Fat recommends constantly monitoring any deviations in the room size by periodically calibrating it with such a party.

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Tuesday, January 04, 2011

Okay:  Equipment

George Sanger, The Fat Man

An Overview of My Reluctance to Discuss Equipment
(from the out-of-print book The Fat Man on Game Audio:  Tasty Morsels of Sonic Goodness)

George and his entire “Reel Mobile” studio in 1980 Los Angeles.

OK, boys and girls, we’re going to talk about equipment now. Are you excited? Sure you are! Talking about equipment can be fun—but it can also be very, very dangerous, can’t it? We can lose track of our… our… anybody?

That’s right, Timmy, our Art.

Anything else?

That’s right, Omar, schedule.

Anything else?

Oh yeah, our fundamental humanity, that’s good, Suzie. But kids, if you know how to do it the Fat Man Way, talking about equipment can be perfectly safe—and really fun!

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