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    • Creating Explosions
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Biography

For over ten years I have produced music and sound effects for a variety of projects. Most of this time has been spent working in the games industry where I have produced the audio for games on nearly every available platform across a wide range of genres. I have produced musical scores ranging from a solo musician up to full orchestra.
A background of professional playing and extensive academic studies has helped me develop a mature approach to writing and producing musical works. I spent five years in The Australian Army Band Melbourne as a horn player, and this combined with musical studies at both The Victorian College of the Arts and Latrobe University provided a strong foundation for being a composer.
I have written various published arcticles including a paper in Organized Sound, a Cambridge University music journal and Game programing Gems 7 a leading game industry publication. I have also presented lectures and talks for The Australian Film Television and Radio School, Melbourne University, The Digital Media Fund, The Australian Game Developers Conference, Freeplay and Game Connect Asia Pacific.

Curriculum Vitae

Employment
2010-present
Director / Sound Designer
Sound Librarian

2008-2010
Lead Audio Designer
Big Ant Studios Melbourne

2007-2008
Composer, sound designer, R&D
Studio Easter Tokyo Japan

2000-2006
Lead Audio Designer
BlueTongue Entertainment (THQ Inc)

1990-1995
Professional musician
Australian Army Band Melbourne

Awards

Best Audio 2003
Australian Game Developers Conference
Jurassic Park: Operation Genesis

Lectures and speaking positions


2013
Speaker
AES Audio for Games London 2013
How Sound Affects Realities: Enhancing Narrative with Audio
London

Panelist
AES Audio for Games London 2013
Theoretical, Technical & Practical Frameworks for Interactive Mixing: A Moderated Panel Discussion
London

Speaker
GDC 2013
Successful Location Recording for Games
San Francisco

Speaker
Unite Korea 2013
FMOD Studio Introduction
Seoul

Speaker
Workshop on Game Audio
Introduction to FMOD Studio
Beijing


2012
Speaker
Game Sound Con 2012
FMOD Studio Essentials
San Francisco

Speaker
AES 133 2012
Audio for Mobile Platforms
San Francisco

Panelist
AES 133 2012
New models for game audio education
San Francisco

Speaker
APRA Song Summit
Screen Summit on Interactive audio
Sydney, Australia

Presenter
Location Recording Workshop 2012
Docklands Studio
Melbourne, Australia

Lecturer
AFTRS Sydney
FMOD Intensive Introductory Course
Sydney, Australia

Lecturer
RMIT Melbourne
Introduction to interactive audio
Melbourne, Australia

2011
Speaker
Game Sound Con 2011
FMOD Essentials
San Francisco

Speaker
Freeplay 2011
Tiny Speakers
Getting the most out of your audio for mobile devices
Melbourne, Australia

Speaker
Screen Futures 2011
Why Sound Matters
Melbourne, Australia

Lecturer
AES Melbourne
Introduction to FMOD and game audio processes
Melbourne, Australia

Lecturer
AFTRS Sydney
FMOD Intensive Introductory Course
Sydney, Australia

Lecturer
Sound Design Course
RMIT  Games Program
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)

Lecturer
Sound Design Course
RMIT  Music Business 
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)


2010
ASRA Conference
Outside the Circle
An Introduction to Game Audio Production

AFTRS Melbourne
Understanding the opportunities provided by the iPhone, iPad, XBox Live and Playstation Network

Freeplay 2010
Group Panel
The First One is Free

AFTRS Melbourne
Introduction to FMOD sound system


AFTRS Sydney
FMOD Intensive Introductory Course

Computer Games Boot Camp
Monash University
Game Audio Blast

APRA Song Summit 2010
Screen Summit: Game On

Lecturer
Sound Design Course
RMIT  Games Program
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)


Sound Design Course
RMIT  Music Business 
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)

2009
Game Connect Asia Pacific, Melbourne
Emotion Mapping, supporting storytelling through audio

Computer Games Boot Camp, Monash University
Introduction to game audio

Freeplay 2009, State Library
How to get quality audio into a project for little or no budget

2004-2008
Australian Film Television and Radio School, Sydney
Storytelling: Interactivity, Sound & Music, AFTRS, Sydney

2004-2009
Australian Film Television and Radio School, Melbourne
Screen composition for computer games   

2006
Australian Center for the Moving Image
Music for film TV and games

2004-2005
Australian Game Developers Conference Melbourne

Continuum speculative fiction convention
Cinematic audio for all media
So you want to make a computer game?

Publications
Develop magazine
May2012
The Generation GameThe Age Screenplay 
April 2012
The Symphony of Legends (Review)


The Age Screenplay
March 2012
Exposing the diamonds in Minecraft 
IGDA Perspectives Newsletter
June 2011
Real-Time Generative Audio Environments

IGDA Perspectives Newsletter 
May 2011
Stepping outside the Studio

Using FMOD Designer to create explosion sound events
GameDev.net 

May 2010Article and interview in Screen Play Blog
The Age June 2010

Game Programming Gems 7
Chapter 4.1
Removing repetition from audio in games

Organized Sound volume 8 issue 02 August 2003 Cambridge University Press
The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation

Game Developer Magazine   November 2003
Sound Principles “Be very, very quiet


Education

1996-1999
Latrobe University
Bachelor of Music Technology

1987-1989
Victorian College of the Arts
Diploma of Music (French Horn)

Game Credits
PC/Console
World of Warplanes
Rugby League Live
World of Outlaws Sprintcars
Pirate Blast
Dung                                                  
Nicktoons 2                                        
Barnyard                                         
Nicktoons Unite                                 
The Polar Express                              
Jurassic Park: Operation Genesis         
Starship Troopers: Terran Ascendancy  

Handheld/Wireless
Stuntrider the Hollywood Years
Battlepath Monsters
Entombed
Fairly odd parents                     
Need for Speed Underground     
Indy 500                                
Snood2                                    
Jumbuck Island                         
Star Trek, The cold enemy         
Star Trek, The birds of prey       
Shaft                                       
Black Rain                                
Ryan Giggs International           
 .

PC MMO
XBox360, PS3
XBox360, PS3
Wii
PC, Mobile Phone
PS2, Gamecube
Wii, PS2, Gamecube, PC
PS2, Gamecube
PS2, Gamecube, PC
PS2, Xbox, PC
PC



iOS, Android
iOS, Android
iPhone
GBA
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Sound Library www.stephanschutze.com
  • Home
    • About
    • Contact
  • The Library
    • Sound Library
    • Complete Sound List
    • License Agreement
  • Stephan Schütze
    • Professional Services
    • Biography
    • Scores
    • Music
  • Videos
  • Reviews
  • Blog
  • Tutorials
    • Glossary
    • Audio Editing 101
    • Microphones 101
    • Pitch and Time Manipulation
    • Location Recording 101
    • Creating Seamless Loops
    • Noise Reduction
    • Advanced Location Recording 101
    • Understanding Positional Sound
    • FMOD 101
    • Using XACT for Sound Design
    • Sound Design Methods
    • Creating Explosions
  • Links