Difference between revisions of "David Javelosa"

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In 1989, Javelosa was first approached by his friend and fellow musician [[Alex Rudis]] ("the godfather of [[Atari Lynx]] music", whom Javelosa had known from San Francisco's new wave scene back in the 1980{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}), who was then working with [[Sega of America]]. In particular, Rudis was tasked with evaluating the pre-[[GEMS]] sound driver, the [[Sega Music Development System]], but was overwhelmed with all the projects he can taken on, and could not find another musician that had the cross section of skills for creating game audio at the time. He also knew that Javelosa could program FM-based synthesizers and edit [[wikipedia:MIDI|MIDI]] in [[Commodore 64]] command line editors, and reached out to him for assistance: first introducing Javelosa to the video game industry, and to Sega.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
 
In 1989, Javelosa was first approached by his friend and fellow musician [[Alex Rudis]] ("the godfather of [[Atari Lynx]] music", whom Javelosa had known from San Francisco's new wave scene back in the 1980{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}), who was then working with [[Sega of America]]. In particular, Rudis was tasked with evaluating the pre-[[GEMS]] sound driver, the [[Sega Music Development System]], but was overwhelmed with all the projects he can taken on, and could not find another musician that had the cross section of skills for creating game audio at the time. He also knew that Javelosa could program FM-based synthesizers and edit [[wikipedia:MIDI|MIDI]] in [[Commodore 64]] command line editors, and reached out to him for assistance: first introducing Javelosa to the video game industry, and to Sega.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
  
Javelosa spent the next nine months working remotely from Los Angeles, as he was still attending [[wikipedia:California Institute of the Arts|California Institute of the Arts]]. At the time, he was also working as a producer for [[wikipedia:Voyager Company|Voyager Company]]'s series of classical music [[CD-ROM]]s. Javelosa attributes this experience with CD production, along with his previous compositions and technical work, is what eventually got him hired as a full-time employee; reportedly, [[Sega of America]] was just starting to ramp up CD-ROM development in preparation for the [[Sega CD]], and Javelosa was the perfect man for the job.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
+
Javelosa spent the next nine months working remotely from Los Angeles, as he was still attending [[wikipedia:California Institute of the Arts|California Institute of the Arts]]. At the time, he was also working as a producer for [[wikipedia:Voyager Company|Voyager Company]]'s series of classical music [[CD-ROM]]s for [[Macintosh PC]]s. Javelosa attributes this experience with CD production, along with his previous compositions and technical work, is what eventually got him hired as a full-time employee; reportedly, [[Sega of America]] was just starting to ramp up CD-ROM development in preparation for the [[Sega CD]], and Javelosa was the perfect man for the job.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
  
 
===Sega of America===
 
===Sega of America===
Line 36: Line 36:
  
 
After about two years consulting for the company, and as he was finishing his last semester of university{{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}}, he was hired by [[Ken Balthaser]]{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}} for a full-time position in 1994{{ref|https://www.linkedin.com/in/david-javelosa-a6a1171/details/experience/}}, where he would serve as Senior Music Designer for a number of Sega's first-party titles.{{ref|https://www.linkedin.com/in/david-javelosa-a6a1171/}} As the company's first full-time audio employee{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}, he was responsible for supporting first and third-party game developers with both tools and talent, including the hiring of sound programmer [[Brian Coburn]], programmer [[Tom Miley]], musician [[Spencer Nilsen]], and audio engineer [[Barry Blum]]. "I needed a range of talent that spanned CD quality recording and really interesting sound design and these guys pretty much defined that."{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}} With the example of Miley, all of these developers also doubled as composers, creating music for the company's games. On some occasions, Javelosa would recommend artists from his own references, while other times, producers would find their own talent and Javelosa's audio group would support them with the needed development tools.{{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}}
 
After about two years consulting for the company, and as he was finishing his last semester of university{{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}}, he was hired by [[Ken Balthaser]]{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}} for a full-time position in 1994{{ref|https://www.linkedin.com/in/david-javelosa-a6a1171/details/experience/}}, where he would serve as Senior Music Designer for a number of Sega's first-party titles.{{ref|https://www.linkedin.com/in/david-javelosa-a6a1171/}} As the company's first full-time audio employee{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}, he was responsible for supporting first and third-party game developers with both tools and talent, including the hiring of sound programmer [[Brian Coburn]], programmer [[Tom Miley]], musician [[Spencer Nilsen]], and audio engineer [[Barry Blum]]. "I needed a range of talent that spanned CD quality recording and really interesting sound design and these guys pretty much defined that."{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}} With the example of Miley, all of these developers also doubled as composers, creating music for the company's games. On some occasions, Javelosa would recommend artists from his own references, while other times, producers would find their own talent and Javelosa's audio group would support them with the needed development tools.{{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}}
 +
 +
His first project as a full-time employee was to compose music for the first revision of the upcoming [[Sega CD]]. One of his first hurdles was handling the hardware's use of sampled sound, particularly in regard to combining the sound with the [[Genesis]]' FM synthesis. Working on the system was described as challenging, as despite the Genesis being engineered with future extensions in mind, the systems couldn't truly be linked to an optimal degree. Javelosa describes the system as "two game consoles that were just linked together", with which he would have to synchronize his sound between. Regardless, Javelosa sought to take advantage of the system's audio capabilities; the resulting piece was composed specifically to utilize both sound technologies, with the drums and strings being played in PCM, and the brass and bass in FM.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
 +
 +
Another hurdle was the concept of having the Sega CD make calls to different data on the disc. With the way the system handled CD audio, the hardware would have to switch between the CD and running the game loaded into memory; [it] was always a shot in the dark, whether it was working exactly in sync." Regardless, Javelosa eventually grew proficient in accounting for the system's lag time and memory deficiencies. He recalls that while CDs offered an entirely different experience from chip music, they lack the interactivity of traditional video game music, and that he preferred the challenge of making good Genesis music over a typical CD track. "For me, that was the coolest thing about it, creating interactive music, having a live synthesizer in the gameplay was what that was all about for me."{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
  
 
Javelosa describes his initial responsibilities as being vague ("Seriously, everything was being made up on the spot in those days"), with much of the audio staff lacking dedicated roles; instead, they were generally tasked with doing much more than simply audio. To compound matters, Sega of America's musicians were frequently credited only for sound programming, as in Javelosa's own words, "it's only because the producers looked at our sound tools as middle-ware for the programmers. We had to make music and implement with the engineers."{{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}} Regardless, Javelosa continued to surround himself with talent audio staff from varied disciplines, eventually forming the [[Sega Multimedia Studio]] team.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
 
Javelosa describes his initial responsibilities as being vague ("Seriously, everything was being made up on the spot in those days"), with much of the audio staff lacking dedicated roles; instead, they were generally tasked with doing much more than simply audio. To compound matters, Sega of America's musicians were frequently credited only for sound programming, as in Javelosa's own words, "it's only because the producers looked at our sound tools as middle-ware for the programmers. We had to make music and implement with the engineers."{{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}} Regardless, Javelosa continued to surround himself with talent audio staff from varied disciplines, eventually forming the [[Sega Multimedia Studio]] team.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
  
In Sega Multimedia Studio's early days, Javelosa was responsible for purchasing equipment, consulting on studio construction, and hiring an audio team. He was also expected to continue creating music, sound effects, and even voiceover work. Eventually, Javelosa moved from managing the internal Sega of America sound team to heading Multimedia Studio's audio. Officially known as Senior Sound Designer, much of his work during this time entailed music supervision; connecting Sega's producers and video games with internal and external composers.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
+
In Sega Multimedia Studio's early days, Javelosa was responsible for purchasing equipment, consulting on studio construction, and hiring an audio team. He was also expected to continue creating music, sound effects, and even voiceover work. Eventually, Javelosa moved from managing the internal Sega of America sound team to heading Multimedia Studio's audio. Officially known as Senior Sound Designer, much of his work during this time entailed music supervision; connecting Sega's producers and video games with internal and external composers.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}} While he was essentially functioning as the studio's music director, management refused to give him a "Director" title (giving him a "Manager" title), and [[Spencer Nilsen]] was promoted to Director of [[Sega Music Group]] instead. Following this, Javelosa's Multimedia Studio team was split into three branches: Nilsen's Sega Music Group, Javelosa's group (now known as [[Creative Support]]), and an unnamed technical support team.{{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}
 +
 
 +
Regardless of any setbacks encountered with Sega Multimedia Studio, Javelosa ensured Creative Support would be fully staffed with a diversity of talent. "It was basically the five disciplines of game development: we had programmers, artists, designers, audio people, and the producer." Reportedly, [[Ed Annunziata]] was once set to serve as Creative Support's first producer, but realized that he wasn't able to exert as much creative control with an internal development group as he did with third-party developers, and declined the position.
  
 
Alongside his work managing the music production of Sega's Western game output (including those developed both in-house and externally{{ref|https://web.archive.org/web/20220816183439/http://javelosa.com/DJ/consulting.htm}}), Javelosa produced the music for software like the [[Sega Channel]] and the first revision of the [[Sega CD]]'s BIOS{{ref|https://web.archive.org/web/20221225000736/http://javelosa.com/DJ/production.htm}}{{ref|https://ghostarchive.org/varchive/pKLKquCbzJ4|2=https://www.youtube.com/watch?v=pKLKquCbzJ4}} (the latter being his first full-time project with the company). During this time, he also found himself acting as a liaison between [[Sega of America]] and its two biggest co-branches, [[Sega of Japan]] and [[Sega Europe]].{{ref|https://web.archive.org/web/20220816183439/http://javelosa.com/DJ/consulting.htm}}
 
Alongside his work managing the music production of Sega's Western game output (including those developed both in-house and externally{{ref|https://web.archive.org/web/20220816183439/http://javelosa.com/DJ/consulting.htm}}), Javelosa produced the music for software like the [[Sega Channel]] and the first revision of the [[Sega CD]]'s BIOS{{ref|https://web.archive.org/web/20221225000736/http://javelosa.com/DJ/production.htm}}{{ref|https://ghostarchive.org/varchive/pKLKquCbzJ4|2=https://www.youtube.com/watch?v=pKLKquCbzJ4}} (the latter being his first full-time project with the company). During this time, he also found himself acting as a liaison between [[Sega of America]] and its two biggest co-branches, [[Sega of Japan]] and [[Sega Europe]].{{ref|https://web.archive.org/web/20220816183439/http://javelosa.com/DJ/consulting.htm}}
Line 51: Line 57:
  
 
===Later career===
 
===Later career===
 +
{{quote|When Sega was in this big, heavy spend mode of building up its market share, it was great because we had everything we wanted. We had expense budgets, travel budgets, and equipment budgets that were just astronomical. But the moment we started going into profit margin mode, everything started tightening up, and the politics started reorganizing the company. At one point I just realized that the reasons I came to Sega were no longer valid. I also realized that most of the freelancers that I was supporting in creative support were doing fine on the outside, so I thought I’d go on the outside and work as an independent developer. I had already started writing and teaching, so I took all those connections to LA with me and ended up writing a book and teaching at UCLA.|''David Javelosa''|ref={{intref|Interview: David Javelosa (2008-07-02) by Sega-16}}}}
 +
 
Following his departure from [[Sega of America]], Javelosa acted as a freelancer for companies such as [[Microsoft]], [[Nintendo]], [[Sony]], [[Electronic Arts]], and others, alongside work for magazines and print publishers. He would remain a freelancer until 1999, when he was hired by [[Yamaha Corporation]] as their in-house game industry specialist. He would stay at Yamaha for the next three years, advising the company on the particulars of the American video game industry.
 
Following his departure from [[Sega of America]], Javelosa acted as a freelancer for companies such as [[Microsoft]], [[Nintendo]], [[Sony]], [[Electronic Arts]], and others, alongside work for magazines and print publishers. He would remain a freelancer until 1999, when he was hired by [[Yamaha Corporation]] as their in-house game industry specialist. He would stay at Yamaha for the next three years, advising the company on the particulars of the American video game industry.
  

Revision as of 16:43, 16 November 2023

DavidJavelosa.png
David Javelosa
Place of birth: San Jose, California, United States
Employment history:
Sega of America[1] (1992[2] – 1994[1])
Divisions:
Yamaha[1] (1999-01[1] – 2001-08[1])
Role(s): Audio Director[1], Composer[4], Sound Designer[5]
Education: San Jose State University (1972-1976; BA Electronic Music)[5], California Institute of the Arts (1989-1991; MFA Composition - Computer Music)[5]

David "Dave" Javelosa is an American musician and former Sega of America audio director, composer, and sound designer.[1] He first began working with Sega as a contractual consultant in 1990[2], and would eventually be directly hired in 1992[1], where he would serve as Senior Music Designer for a number of the company's first-party titles[5] (including those in the Sonic the Hedgehog franchise) as well as forming the Creative Support team.[3] His responsibilities covered all aspects of music and audio production, supervision, creative support, and technology[2], the managing and hiring of musical talent, and the support of Sega-licensed developers with audio creation tools.[4] He also composed music for the Sega Channel, as well as the first revision of the North American Sega CD BIOS.[6][7]

After departing Sega in 1994[1] and leaving his consultant position two years later[2], he remained active in the game industry as a freelance composer and audio director, and eventually became a Professor of Interactive Media at Santa Monica College in September 2001 - a position he remains in to this day.[1] He also runs the independent music label Hyperspace Communications, which specializes in releasing electronic, new wave, and game music on vinyl records.[4][8]

Career

Background

David Javelosa studied at both San Jose State University and the California Institute of the Arts, the latter of which saw him studying alongside Morton Subotnick, David Rosenboom, and other notable composers. During his youth, he was an active musician, founding the New Wave band Los Microwaves[9] and the independent label Hyperspace Communications in 1978, as well as establishing himself as a professional music producer and a composer of experimental electronic music.[3] It was during his early musical performances that Javelosa first developed an interest in video games, as he would reportedly play the venue's arcade games to kill time.[10]

In 1989, Javelosa was first approached by his friend and fellow musician Alex Rudis ("the godfather of Atari Lynx music", whom Javelosa had known from San Francisco's new wave scene back in the 1980[3]), who was then working with Sega of America. In particular, Rudis was tasked with evaluating the pre-GEMS sound driver, the Sega Music Development System, but was overwhelmed with all the projects he can taken on, and could not find another musician that had the cross section of skills for creating game audio at the time. He also knew that Javelosa could program FM-based synthesizers and edit MIDI in Commodore 64 command line editors, and reached out to him for assistance: first introducing Javelosa to the video game industry, and to Sega.[3]

Javelosa spent the next nine months working remotely from Los Angeles, as he was still attending California Institute of the Arts. At the time, he was also working as a producer for Voyager Company's series of classical music CD-ROMs for Macintosh PCs. Javelosa attributes this experience with CD production, along with his previous compositions and technical work, is what eventually got him hired as a full-time employee; reportedly, Sega of America was just starting to ramp up CD-ROM development in preparation for the Sega CD, and Javelosa was the perfect man for the job.[3]

Sega of America

Javelosa famously composed the background music for the first revision of the Sega CD.

Javelosa first began working with Sega of America as a contractual consultant in 1990[2], where his first job was to test the feasibility of an early audio tool for the Sega Genesis, the Sega Music Development System. He and others prototyped a demo for the tool, but it was found to be too inconvenient to be widely used, and the project was dropped.[4] Following this, Javelosa was asked to provide support for a few in-development games, and was flown by Ed Annunziata from Los Angeles to Redwood City to work with the producer on the weekends (as Javelosa was still completing his MFA degree at the California Institute of the Arts at the time).[4] During this time, Javelosa worked on titles such as Mario Lemieux Hockey, M-1 Abrams Battle Tank, 688 Attack Sub, and Spider-Man vs. The Kingpin, among others.

After about two years consulting for the company, and as he was finishing his last semester of university[4], he was hired by Ken Balthaser[3] for a full-time position in 1994[1], where he would serve as Senior Music Designer for a number of Sega's first-party titles.[5] As the company's first full-time audio employee[3], he was responsible for supporting first and third-party game developers with both tools and talent, including the hiring of sound programmer Brian Coburn, programmer Tom Miley, musician Spencer Nilsen, and audio engineer Barry Blum. "I needed a range of talent that spanned CD quality recording and really interesting sound design and these guys pretty much defined that."[3] With the example of Miley, all of these developers also doubled as composers, creating music for the company's games. On some occasions, Javelosa would recommend artists from his own references, while other times, producers would find their own talent and Javelosa's audio group would support them with the needed development tools.[4]

His first project as a full-time employee was to compose music for the first revision of the upcoming Sega CD. One of his first hurdles was handling the hardware's use of sampled sound, particularly in regard to combining the sound with the Genesis' FM synthesis. Working on the system was described as challenging, as despite the Genesis being engineered with future extensions in mind, the systems couldn't truly be linked to an optimal degree. Javelosa describes the system as "two game consoles that were just linked together", with which he would have to synchronize his sound between. Regardless, Javelosa sought to take advantage of the system's audio capabilities; the resulting piece was composed specifically to utilize both sound technologies, with the drums and strings being played in PCM, and the brass and bass in FM.[3]

Another hurdle was the concept of having the Sega CD make calls to different data on the disc. With the way the system handled CD audio, the hardware would have to switch between the CD and running the game loaded into memory; [it] was always a shot in the dark, whether it was working exactly in sync." Regardless, Javelosa eventually grew proficient in accounting for the system's lag time and memory deficiencies. He recalls that while CDs offered an entirely different experience from chip music, they lack the interactivity of traditional video game music, and that he preferred the challenge of making good Genesis music over a typical CD track. "For me, that was the coolest thing about it, creating interactive music, having a live synthesizer in the gameplay was what that was all about for me."[3]

Javelosa describes his initial responsibilities as being vague ("Seriously, everything was being made up on the spot in those days"), with much of the audio staff lacking dedicated roles; instead, they were generally tasked with doing much more than simply audio. To compound matters, Sega of America's musicians were frequently credited only for sound programming, as in Javelosa's own words, "it's only because the producers looked at our sound tools as middle-ware for the programmers. We had to make music and implement with the engineers."[4] Regardless, Javelosa continued to surround himself with talent audio staff from varied disciplines, eventually forming the Sega Multimedia Studio team.[3]

In Sega Multimedia Studio's early days, Javelosa was responsible for purchasing equipment, consulting on studio construction, and hiring an audio team. He was also expected to continue creating music, sound effects, and even voiceover work. Eventually, Javelosa moved from managing the internal Sega of America sound team to heading Multimedia Studio's audio. Officially known as Senior Sound Designer, much of his work during this time entailed music supervision; connecting Sega's producers and video games with internal and external composers.[3] While he was essentially functioning as the studio's music director, management refused to give him a "Director" title (giving him a "Manager" title), and Spencer Nilsen was promoted to Director of Sega Music Group instead. Following this, Javelosa's Multimedia Studio team was split into three branches: Nilsen's Sega Music Group, Javelosa's group (now known as Creative Support), and an unnamed technical support team.[3]

Regardless of any setbacks encountered with Sega Multimedia Studio, Javelosa ensured Creative Support would be fully staffed with a diversity of talent. "It was basically the five disciplines of game development: we had programmers, artists, designers, audio people, and the producer." Reportedly, Ed Annunziata was once set to serve as Creative Support's first producer, but realized that he wasn't able to exert as much creative control with an internal development group as he did with third-party developers, and declined the position.

Alongside his work managing the music production of Sega's Western game output (including those developed both in-house and externally[2]), Javelosa produced the music for software like the Sega Channel and the first revision of the Sega CD's BIOS[6][7] (the latter being his first full-time project with the company). During this time, he also found himself acting as a liaison between Sega of America and its two biggest co-branches, Sega of Japan and Sega Europe.[2]

Javelosa was also one of the primary musicians to work on the Sega Channel. First approached by a Sega of America producer sometime in 1993, he was commissioned to compose an initial set of Genesis tracks in the GEMS audio driver. The project continued into 1994, when Javelosa departed his full-time role with the company. Still, he remained in an advisory role until 1996[2], during which time he was contracted to compose a few more tracks for the Sega Channel - such as the introduction and menu screens). While John Baker and Howard Drossin are generally credited with composing its soundtrack, Javelosa states he created a much larger majority of the service's final music than previously believed.[4] Notably, the track "Think Tank/The Arcade" was originally composed by Javelosa's band Los Microwaves for their 1981 LP Life After Breakfast and remixed for the project.[4]

DJ Demo Reel

Shortly before departing Sega of America in 1994, Javelosa worked with Developer Technical Support's Kenneth Chao to produce an internal demonstration Mega Drive cartridge which would serve as an audio resume of the musician's output from his three years with Sega. Known as the DJ Demo Reel, it is a modified version of the GEMS Module Test Program with its modules containing a showcase of Javelosa's GEMS work, and features unreleased music composed for games like Baby Boom[11], Iron Hammer[11], and Sonic the Hedgehog 2[12][11], among others.[13] After leaving his formal employment position with the company later that year, he would remain working as a contractual consultant for Sega until 1996.[2]

Javelosa retained his DJ Demo Reel cartridge following his time with Sega, and later reused its contents for teaching material once he began his teaching career. During one of his 2019 courses at Santa Monica College, a student recognized the importance of said material[13] and eventually persuaded him to upload a recording of the cartridge's ROM to YouTube that May.[11] This, along with Javelosa's active presence in the video's comment section, revealed new information related to a number of Sega of America's more notable projects.

Later career

When Sega was in this big, heavy spend mode of building up its market share, it was great because we had everything we wanted. We had expense budgets, travel budgets, and equipment budgets that were just astronomical. But the moment we started going into profit margin mode, everything started tightening up, and the politics started reorganizing the company. At one point I just realized that the reasons I came to Sega were no longer valid. I also realized that most of the freelancers that I was supporting in creative support were doing fine on the outside, so I thought I’d go on the outside and work as an independent developer. I had already started writing and teaching, so I took all those connections to LA with me and ended up writing a book and teaching at UCLA.

David Javelosa[3]


Following his departure from Sega of America, Javelosa acted as a freelancer for companies such as Microsoft, Nintendo, Sony, Electronic Arts, and others, alongside work for magazines and print publishers. He would remain a freelancer until 1999, when he was hired by Yamaha Corporation as their in-house game industry specialist. He would stay at Yamaha for the next three years, advising the company on the particulars of the American video game industry.

Javelosa began educating in the early 1990s, teaching at venues such as San Francisco State University Multimedia Studies Center and University of California, Los Angeles's Entertainment Studies Program, among others.[14] He has also authored a number of articles on electronic music and art, and published an interactive book/CD-ROM in 1997 titled Sound and Music for Multimedia.[14]

Since 2001, Javelosa serves as a full time Professor of Interactive Media in the Design Technology Department at Santa Monica College’s Academy of Entertainment and Technology[1] (currently known as The Center for Media and Design), where he also founded a dedicated game development program in the Fall of 2004.[14] Javelosa also runs the independent music label Hyperspace Communications, which specializes in releasing electronic, new wave, and game music on vinyl records.[4][8]

Production history

Interviews

Photographs

Main article: Photos of David Javelosa

External links

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 https://www.linkedin.com/in/david-javelosa-a6a1171/details/experience/
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 http://javelosa.com/DJ/consulting.htm (Wayback Machine: 2022-08-16 18:34)
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 Interview: David Javelosa (2008-07-02) by Sega-16
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Interview: David Javelosa (2023-11-12) by Alexander Rojas Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content Cite error: Invalid <ref> tag; name "Interview: David Javelosa (2023-11-12) by Alexander Rojas" defined multiple times with different content
  5. 5.0 5.1 5.2 5.3 5.4 https://www.linkedin.com/in/david-javelosa-a6a1171/
  6. 6.0 6.1 http://javelosa.com/DJ/production.htm (Wayback Machine: 2022-12-25 00:07)
  7. 7.0 7.1 https://www.youtube.com/watch?v=pKLKquCbzJ4 (Ghostarchive)
  8. 8.0 8.1 https://www.facebook.com/HyperspaceCommunications/
  9. http://javelosa.com/DJ/Los_microwaves.htm (Wayback Machine: 2023-05-28 20:23)
  10. https://www.oreilly.com/pub/au/3122 (Wayback Machine: 2023-11-13 16:38)
  11. 11.0 11.1 11.2 11.3 https://www.youtube.com/watch?v=rJLkkOxRP8Y (Ghostarchive)
  12. Sonic the Hedgehog 2 (16-bit)/Development#Music
  13. 13.0 13.1 https://sonicretro.org/2019/05/15/david-javelosa-sonic-and-sega-music-demo-tracks-surface-online/ (Wayback Machine: 2023-03-26 08:15)
  14. 14.0 14.1 14.2 http://javelosa.com/DJ/edupub.htm (Wayback Machine: 2022-08-16 18:31)
  15. File:Spider-Man vs the Kingpin MD credits.pdf
  16. File:Mario Lemieux Hockey MD US Manual.pdf, page 16
  17. File:Dr. Robotnik's Mean Bean Machine MD credits.pdf
  18. 18.0 18.1 File:Dr. Robotnik's Mean Bean Machine SMS credits.pdf
  19. File:SonicSpinball MD US manual.pdf, page 21
  20. File:Streets of Rage 3 MD credits.pdf
  21. File:Ecco The Tides Of Time MD US Manual.pdf, page 30
  22. File:Jurassic Park MCD credits.pdf
  23. File:Pocahontas MD credits.pdf