
TTA: F1 provides I imagine one of the toughest challenges in terms of access to the cars. Of course, the capabilities of the technology is much greater now too.

It’s a much bigger game now too, and we have a team of designers working on the project, each with their own particular skill set beneficial to the product. I guess I was still growing and developing as a sound designer, having primarily been a composer who “did a bit of sound design”, so coming back to the franchise 6 years later (I worked on the 2001, 20 games) with all of that additional experience means I’m getting much closer to what I think a title like this should sound like. I never really achieved what I wanted on those original F1 games though. IF truth be told however, it was a simple choice of either F1 or Harry Potter, and F1 was much more my bag so to speak. MK: I’ve been a massive F1 fan, and general petrol head, from as far back as I can remember so it was an exciting prospect to work on a motorsport related game. What was it that brought you to the F1 series? Were you a fan of F1 prior to working in the series? You’ve been with the F1 series since 2000 when EA owned the series rights.

TTA: I want to start off with your F1 track.

From then, I took over the Lead Sound Designer position on EA’s F1 franchise.Ī number of studio closures later I joined Codemasters in 2008 to lead the audio design on their Racing Titles, and am currently responsible for the audio on the DiRT, GRID and F1 franchises. I remained a composer/sound designer until 2000, having written the music for games such as Duke Nukem Total Meltdown, Dungeon Keeper 2, and Populous The Beginning, when there was a move at EA from using bespoke internally composed music to either licensing music, or outsourcing it. MK: Well I started off in the Amiga demo scene in around 1989 and got into the games industry in 1992 when I re-created the PC Wing Commander music for the Commodore Amiga/CD32 version of the game. But I’ll let him tell you more about that. He’s been the champion of audio direction in racing games at Codemasters of late. It’s my honor to bring you the thoughts of Chiptunes extrordinaire and maddest of the mad fiddlers, Mark Knight. Kenny McApline -“A Bit by Bit History of Video Game Music”Ģ016 – VGMONLINE – Mark Knight Interview: Back in the Composer’s ChairĢ012 – Track Time Audio – An Interview with Mark Knight 2020 – Mark Knight Interview – The Unmute Button”Ģ018 – Mindscape to Electronic Arts with Mark ‘TDK’ Knight – The Retro Hour EP124″Ģ017 – Abertay University – Dr.
