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- Meet Martin Galway

Meet Martin Galway
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 English

 Martin Galway, Star Citizen’s Audio Director, has been with Cloud Imperium since the early days of Star Citizen’s development… and now he’s visiting Wingman’s Hangar! On Friday at 11 AM CST (-6 GMT) we’ll visit his studio and learn about how he’s making Star Citizen sound its best… don’t miss it! In the meantime, here’s his introduction:

How did you get started in the game industry?
The teacher in my high-school computer studies class quit to go to the private sector, and we shrugged, got a new teacher, and thought we’d never see him again. However, he came into school one day and put out a request for students to work at his new company during the six-week summer holiday in June 1983. The pay would be an enormous £50 per week. I signed up along with two other students (one of whom was Kevin Edwards, still working in the business, now at Traveler’s Tales.) I like to think of that job as my professional start. The 30-year anniversary of that is coming up in a few weeks! What projects have you worked on?
Woah, there might be 100 games altogether. I did about 45 on the 8-bit platforms at Ocean Software, and the other 55 have all followed in the years since. Look it up on www.mobygames.com, I hope that isn’t a lame answer :)

What will you be doing for Cloud Imperium?
I am the Director Of Audio and I maintain audio quality along with bringing the designers’ vision to the players via sound. I head up a team of one currently (me), though I will bring on additional recording engineers/mixers, sound designers/implementers as we approach the launch. Right now I am working on audio for the Hangar, and also an orchestral music test which is part of the Dogfight/Multiplayer Alpha release. What are you most excited to see in Star Citizen/Squadron 42?
The incredible art and visuals of deep space exploration that we will be bringing to the game. What are you playing right now?
The only game I keep coming back to is “Team Fortress 2.” I play a variety of other games from time to time, and I’ve also put a lot of time into EVE Online, up until recently when I started full-time at Cloud Imperium.

 Martin Galway, Star Citizen's Audio Director, ist seit den Anfängen der Entwicklung von Star Citizen bei Cloud Imperium.... und jetzt besucht er Wingman's Hangar! Am Freitag um 11 Uhr CST (-6 GMT) besuchen wir sein Studio und erfahren, wie er Star Citizen am besten klingen lässt.... verpassen Sie es nicht! In der Zwischenzeit ist hier seine Einführung:

Wie bist du in der Spieleindustrie gestartet?

Der Lehrer in meiner Computerstudienklasse an der High School gab auf, um in den Privatsektor zu gehen, und wir zuckten mit den Achseln, bekamen einen neuen Lehrer und dachten, wir würden ihn nie wieder sehen. Eines Tages kam er jedoch in die Schule und stellte eine Anfrage an die Schüler, während der sechswöchigen Sommerferien im Juni 1983 in seinem neuen Unternehmen zu arbeiten. Die Bezahlung würde ein enormes £50 pro Woche sein. Ich habe mich zusammen mit zwei anderen Studenten angemeldet (einer davon war Kevin Edwards, der immer noch im Geschäft arbeitet, jetzt bei Traveler's Tales.). Ich sehe diesen Job gerne als meinen beruflichen Einstieg an. Das 30-jährige Jubiläum steht in wenigen Wochen bevor!

An welchen Projekten hast du gearbeitet?
Woah, es könnten insgesamt 100 Spiele sein. Ich habe etwa 45 auf den 8-Bit-Plattformen bei Ocean Software gemacht, und die anderen 55 sind alle in den Jahren danach gefolgt. Schaut es euch auf www.mobygames.com an, ich hoffe, das ist keine lahme Antwort :)

Was werden Sie für Cloud Imperium tun?

Ich bin der Director Of Audio und halte die Audioqualität aufrecht, während ich den Spielern die Vision der Designer über den Ton näher bringen kann. Ich leite ein Team von derzeit einem (mir), obwohl ich zusätzliche Toningenieure/Mischer, Sound-Designer/Implementierer mitbringen werde, wenn wir uns dem Start nähern. Im Moment arbeite ich an der Audioproduktion für den Hangar, sowie an einem Orchestermusiktest, der Teil der Veröffentlichung Dogfight/Multiplayer Alpha ist.

Was freut dich am meisten in Star Citizen/Squadron 42 zu sehen?

Die unglaubliche Kunst und die Visuals der Weltraumforschung, die wir in das Spiel einbringen werden.

Was spielst du gerade?

Das einzige Spiel, auf das ich immer wieder zurückkomme, ist "Team Fortress 2". Ich spiele von Zeit zu Zeit eine Vielzahl anderer Spiele, und ich habe auch viel Zeit in EVE Online investiert, bis vor kurzem, als ich bei Cloud Imperium Vollzeit begann.

 Martin Galway, Star Citizen’s Audio Director, has been with Cloud Imperium since the early days of Star Citizen’s development… and now he’s visiting Wingman’s Hangar! On Friday at 11 AM CST (-6 GMT) we’ll visit his studio and learn about how he’s making Star Citizen sound its best… don’t miss it! In the meantime, here’s his introduction:

How did you get started in the game industry?
The teacher in my high-school computer studies class quit to go to the private sector, and we shrugged, got a new teacher, and thought we’d never see him again. However, he came into school one day and put out a request for students to work at his new company during the six-week summer holiday in June 1983. The pay would be an enormous £50 per week. I signed up along with two other students (one of whom was Kevin Edwards, still working in the business, now at Traveler’s Tales.) I like to think of that job as my professional start. The 30-year anniversary of that is coming up in a few weeks! What projects have you worked on?
Woah, there might be 100 games altogether. I did about 45 on the 8-bit platforms at Ocean Software, and the other 55 have all followed in the years since. Look it up on www.mobygames.com, I hope that isn’t a lame answer :)

What will you be doing for Cloud Imperium?
I am the Director Of Audio and I maintain audio quality along with bringing the designers’ vision to the players via sound. I head up a team of one currently (me), though I will bring on additional recording engineers/mixers, sound designers/implementers as we approach the launch. Right now I am working on audio for the Hangar, and also an orchestral music test which is part of the Dogfight/Multiplayer Alpha release. What are you most excited to see in Star Citizen/Squadron 42?
The incredible art and visuals of deep space exploration that we will be bringing to the game. What are you playing right now?
The only game I keep coming back to is “Team Fortress 2.” I play a variety of other games from time to time, and I’ve also put a lot of time into EVE Online, up until recently when I started full-time at Cloud Imperium.

Links
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    Text URL     www.mobygames.com  [ http://www.mobygames.com ](http://www.mobygames.com)    iframe  [ http://www.youtube.com/embed/3Ya3erEmFdE ](http://www.youtube.com/embed/3Ya3erEmFdE)

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  image/jpeg  [ ![](https://robertsspaceindustries.com/media/buv3y7bngzwjpr/source/2013-01-15_headshots_martin_01.jpg) ](https://robertsspaceindustries.com/media/buv3y7bngzwjpr/source/2013-01-15_headshots_martin_01.jpg)

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Metadata
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  CIG ID  12971

 Channel  Undefined

 Category  Undefined

 Series  Meet the team

 Comments  37

 Published  13 years ago (2013-04-24T00:00:00+00:00)

  [RSI Article](https://robertsspaceindustries.com/comm-link/transmission/12971-Meet-Martin-Galway) [API](https://api.star-citizen.wiki/api/comm-links/12971)
