Guest Poster Introduction: Ariel Gross
Editors note: This series of articles by Ariel were initially planned to be for the ‘Featured Sound Designer’, but due to recent changes to Designing Sound they will simply be posted each Wednesday over the month of November. And now, please allow Ariel Gross, Studio Audio Director at Volition to introduce himself in his own words.
The year is 1991. Ariel Gross is 12 years old. He’s cracking open Scream Tracker for the first time with a Sound Blaster 16. He proceeds to cobble together a terrible arrangement of Spring Yard Zone from Sonic the Hedgehog. This arrangement would never see the light of day but it would set Ariel off on a certain trajectory in his life. Man, the tune to Spring Yard Zone. The little intro before it drops… So rad. The point is, game audio had always been his favorite thing and now he was emulating it. This third person stuff is kind of weird. I’m dropping it.
I got my start in the demoscene after getting pretty comfy with Scream Tracker. I was in a bunch of demo groups and tracker music groups using Stalker as an alias, the most popular probably being a group called Five Musicians. Contacts in the demoscene ended up providing me with my first contract game audio job at the ripe age of 16. I was introduced to the president of Webfoot Games through my friend RaD Man from ACiD Productions. Weird how these things line up. Never stopped doing audio for games since then. Always composing music or designing sounds for some game or another.
Things really blasted off when I joined Volition, though. That was in 2007. I had just wrapped up school at The Conservatory of Recording Arts and Sciences. I had a bunch of indie casual games under my belt, but nothing for consoles. Unless you count handheld, because I did compose music and design sounds for Dragon Ball Z: The Legacy of Goku for Game Boy Advance. But other than that, no consoles.
Working at Volition was a whole new world, though. This was serious, big budget games. I started as an Audio Designer on Saints Row 2 and then rolled onto Red Faction: Guerrilla after that. Then I was Audio Lead on Saints Row: The Third. I must be doing something right, because now I’m Studio Audio Director at Volition and most of my colleagues seem to find me only mildly annoying 93% of the time. Don’t worry about the other 7%.
It’s crazy to be a featured sound designer among these industry titans here on Designing Sound. When I was asked, I was like, hell yeah! That sounds fun! And then I looked at the other people and I projectile vomited. I’m still projectile vomiting, even as I write this. I don’t know when I’m going to stop.