Leonard Paul attained his Master's Degree in Game Audio with CNAM in Paris, France in 2017. He received his Honours degree in Computer Science at Simon Fraser University in BC, Canada with an Extended Minor in Music concentrating in Electroacoustics. He began his work in video games on the Sega Genesis and Super Nintendo Entertainment System and has twenty plus year history in composing, sound design and coding for games working for companies such as Electronic Arts, Backbone Entertainment, Radical Entertainment, moderngroove entertainment, Rockstar Vancouver and Black Box Games.
It was a pleasure to welcome procedural audio pioneer, Leonard Paul, to February’s meetup! Leonar... more It was a pleasure to welcome procedural audio pioneer, Leonard Paul, to February’s meetup! Leonard shared some of the highlights of his procedural audio career to date, and talked in depth about his early ambitions to develop tools for videogame integrations, using Pure Data to build prototypes that might one day emerge in a AAA title. He went on to discuss the current state of play, looking at the movers and shakers in the field and where they could be heading next, before leading us into a Q&A session and some open discussion.
During a demo of his music and SFX systems for the educational game, Sim Cell, he explained how he used oscillators, variable delay lines and granular synthesis patches in Pure Data to generate a dynamic soundtrack that could react to different game states, as well produce as the more routine sound effects used for GUI navigation and spacecraft propulsion.
Videos of each section of the talk can be found in the link, and if you want to try out any of Leonard’s Pd patches for yourself, you can follow the link.
Leonard Paul is a composer, sound designer and educator based in Vancouver, Canada. He runs the School of Video Game Audio.
Leonard J. Paul’s “For the Love of Chiptune” explores what it means to compose with game sound to... more Leonard J. Paul’s “For the Love of Chiptune” explores what it means to compose with game sound tools, and how practitioners can develop their own aesthetic within a community of composers.
Music and Game: Perspectives on a Popular Alliance (Peter Moormann [Ed.]), Aug 11, 2012
This anthology examines the various facets of video game music. Contributors from the fields of s... more This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.
My chapter was an investigation into the history of interactive music in video games through examples. There is a video of my presentation related to the chapter via the vimeo link.
... Baldur's Gate Jade Empire Neverwinter Knights Star Wars: Knights of the Old Republic... more ... Baldur's Gate Jade Empire Neverwinter Knights Star Wars: Knights of the Old Republic Myst IV Prince of Persia 1 & 2 Tom Clancy's Splinter Cell & Rainbow Six 3 Batman Tarzan Hulk Powerplay Scarface Simpson's Road Rage & Simpson's Hit and Run ...
This paper describes how to utilize the Half-Life 2 (HL2) Source engine and Open Sound Control (O... more This paper describes how to utilize the Half-Life 2 (HL2) Source engine and Open Sound Control (OSC) to communicate real-time sound event calls to a Pure Data (PD) sound driver. Game events are sent from Half-Life 2 to the PD patch via OSC which triggers the sound across a network. The advantage of this approach is that the PD sound
It was a pleasure to welcome procedural audio pioneer, Leonard Paul, to February’s meetup! Leonar... more It was a pleasure to welcome procedural audio pioneer, Leonard Paul, to February’s meetup! Leonard shared some of the highlights of his procedural audio career to date, and talked in depth about his early ambitions to develop tools for videogame integrations, using Pure Data to build prototypes that might one day emerge in a AAA title. He went on to discuss the current state of play, looking at the movers and shakers in the field and where they could be heading next, before leading us into a Q&A session and some open discussion.
During a demo of his music and SFX systems for the educational game, Sim Cell, he explained how he used oscillators, variable delay lines and granular synthesis patches in Pure Data to generate a dynamic soundtrack that could react to different game states, as well produce as the more routine sound effects used for GUI navigation and spacecraft propulsion.
Videos of each section of the talk can be found in the link, and if you want to try out any of Leonard’s Pd patches for yourself, you can follow the link.
Leonard Paul is a composer, sound designer and educator based in Vancouver, Canada. He runs the School of Video Game Audio.
Leonard J. Paul’s “For the Love of Chiptune” explores what it means to compose with game sound to... more Leonard J. Paul’s “For the Love of Chiptune” explores what it means to compose with game sound tools, and how practitioners can develop their own aesthetic within a community of composers.
Music and Game: Perspectives on a Popular Alliance (Peter Moormann [Ed.]), Aug 11, 2012
This anthology examines the various facets of video game music. Contributors from the fields of s... more This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.
My chapter was an investigation into the history of interactive music in video games through examples. There is a video of my presentation related to the chapter via the vimeo link.
... Baldur's Gate Jade Empire Neverwinter Knights Star Wars: Knights of the Old Republic... more ... Baldur's Gate Jade Empire Neverwinter Knights Star Wars: Knights of the Old Republic Myst IV Prince of Persia 1 & 2 Tom Clancy's Splinter Cell & Rainbow Six 3 Batman Tarzan Hulk Powerplay Scarface Simpson's Road Rage & Simpson's Hit and Run ...
This paper describes how to utilize the Half-Life 2 (HL2) Source engine and Open Sound Control (O... more This paper describes how to utilize the Half-Life 2 (HL2) Source engine and Open Sound Control (OSC) to communicate real-time sound event calls to a Pure Data (PD) sound driver. Game events are sent from Half-Life 2 to the PD patch via OSC which triggers the sound across a network. The advantage of this approach is that the PD sound
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During a demo of his music and SFX systems for the educational game, Sim Cell, he explained how he used oscillators, variable delay lines and granular synthesis patches in Pure Data to generate a dynamic soundtrack that could react to different game states, as well produce as the more routine sound effects used for GUI navigation and spacecraft propulsion.
Videos of each section of the talk can be found in the link, and if you want to try out any of Leonard’s Pd patches for yourself, you can follow the link.
Leonard Paul is a composer, sound designer and educator based in Vancouver, Canada. He runs the School of Video Game Audio.
My chapter was an investigation into the history of interactive music in video games through examples. There is a video of my presentation related to the chapter via the vimeo link.
During a demo of his music and SFX systems for the educational game, Sim Cell, he explained how he used oscillators, variable delay lines and granular synthesis patches in Pure Data to generate a dynamic soundtrack that could react to different game states, as well produce as the more routine sound effects used for GUI navigation and spacecraft propulsion.
Videos of each section of the talk can be found in the link, and if you want to try out any of Leonard’s Pd patches for yourself, you can follow the link.
Leonard Paul is a composer, sound designer and educator based in Vancouver, Canada. He runs the School of Video Game Audio.
My chapter was an investigation into the history of interactive music in video games through examples. There is a video of my presentation related to the chapter via the vimeo link.