Writing Interactive Music for Video Games: a Composer's Guide
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Audio Middleware the Essential Link from Studio to Game Design
AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer. -
Professional Work
[Page 1/2] www.marcsoskin.com [email protected] Professional Work The Outer Worlds Obsidian Entertainment Area Designer March 2018 – April 2020 The Outer Worlds is a FPS RPG with a focus on player choice and reactivity. As designers, we had a mandate to design scenarios where the player could complete quests through combat, stealth or dialogue, while making difficult narrative choices along the way. Responsibilities . Writer: . Provided additional writing, including dialogue in the intro area, Space-Crime Continuum and all the dialogue and text associated with the quest "Why Call Them Back from Retirement?" . As part of the narrative team, won the 2019 Nebula Award for Best Game Writing . Strike Team Lead: . g, along with the rest of the game' . After alpha, I was responsible for a team of artists, designers and writers whose goal was to revise and polish two planets – Monarch and Tartarus – to shippable quality. In addition to management and design work, I reviewed dialogue, assisted with optimization and eventually assumed responsibility for all design bugs as designers moved on to other assignments . Area Designer: . Primary designer for the quest "Slaughterhouse Clive" and its associated level. I drove a demo of this level at E3 2019, where it won numerous awards including the Game Critics Award for Best Original Game . Primary designer for the 6 Monarch faction quests. Helped design the intro/tutorial area and SubLight Salvage quest line and took them to an alpha state. Initial designer on 3 side quests in Byzantium, from documentation through alpha. Helped design the game’s final level (Tartarus) and bring it from alpha to ship. -
Title ODATE GAME
Title ODATE GAME : character design and modelling for Japanese modesty culture based independent video game Sub Title Author 鄒、琰(Zou, Yan) 太田, 直久(Ota, Naohisa) Publisher 慶應義塾大学大学院メディアデザイン研究科 Publication year 2014 Jtitle Abstract Notes 修士学位論文. 2014年度メディアデザイン学 第395号 Genre Thesis or Dissertation URL https://koara.lib.keio.ac.jp/xoonips/modules/xoonips/detail.php?koara_id=KO40001001-0000201 4-0395 慶應義塾大学学術情報リポジトリ(KOARA)に掲載されているコンテンツの著作権は、それぞれの著作者、学会または出版社/発行者に帰属し、その権利は著作権法によって 保護されています。引用にあたっては、著作権法を遵守してご利用ください。 The copyrights of content available on the KeiO Associated Repository of Academic resources (KOARA) belong to the respective authors, academic societies, or publishers/issuers, and these rights are protected by the Japanese Copyright Act. When quoting the content, please follow the Japanese copyright act. Powered by TCPDF (www.tcpdf.org) Master's Thesis Academic Year 2014 ODATE GAME: Character Design and Modelling for Japanese Modesty Culture Based Independent Video Game Graduate School of Media Design, Keio University Yan Zou A Master's Thesis submitted to Graduate School of Media Design, Keio University in partial fulfillment of the requirements for the degree of MASTER of Media Design Yan Zou Thesis Committee: Professor Naohisa Ohta (Supervisor) Associate Professor Kazunori Sugiura (Co-Supervisor) Associate Professor Nanako Ishido (Co-Supervisor) Abstract of Master's Thesis of Academic Year 2014 ODATE GAME: Character Design and Modelling for Japanese Modesty Culture Based Independent Video Game Category: Design Summary Game character design is an important part of game design. Game characters cannot be designed only according to the designer's experience or the players' preferences. They should be strongly associated to the game system and also the story. A good game character design is not only the reason for players to purchase the game but it also can improve players' entire game experience. -
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
My Life and Stryper Revealed
HONESTLY My life and Stryper revealed. By Michael Sweet Founding member, singer, songwriter, and guitarist of the pioneering Christian rock band Stryper tells his life story…. Honestly. with Dave Rose and Doug Van Pelt © 2014 Big3 Records ONE I drink. Occasionally I smoke. If you ask my wife, my kids, my tech, my agent or my manager they'll all tell you that I curse more than I should. I've fooled around with women on tour buses. I’ve been arrested for indecent exposure. I've been reckless with money to the point of bankruptcy. My favorite bands are The Beatles, Van Halen and Judas Priest. I was pissed at God when my wife died of cancer and I despise religion. I am a Christian. I'm Michael Sweet. I’m a singer, guitarist, songwriter, producer and a founding member of the pioneering Christian rock band Stryper. We've sold almost 10 million records to date and were the first Christian band to air on MTV, and to have four #1 videos. We even had two top-10 videos at the same time, back when MTV actually played music videos. We've played soccer stadiums and biker bars, sometimes in the same week. Despite having done all of that, I'm still often known as the Bible-Tossing- Yellow & Black-Bumble-Bee guy. The Jesus guy. The 80's hair/glam Christian metal guy. An irrelevant joke. Or, even worse-- sometimes I'm not known at all. So who am I? I'm a guy that grew up in Southern California – sort of a surf punk kind of guy who absolutely loved music. -
Gamer Symphony Orchestra Spring 2010
About the Gamer Symphony Orchestra The University of Maryland’s In the fall of 2005, Michelle Eng decided she wanted to be in Gamer Symphony Orchestra an orchestral group that played video game music. With four others http://umd.gamersymphony.org/ from the University of Maryland Repertoire Orchestra, she founded GSO to achieve that dream. By the time of the ensemble’s first public performance in the spring of 2006, its size had quadrupled. Today, GSO provides a musical and social outlet to over 100 members. It is the world’s first college-level ensemble solely dedicated to video game music as an emerging art form. Aside from its concerts, the orchestra also runs “Deathmatch for Charity,” a video game tournament in the spring. All proceeds benefit Children’s National Medical Center in Washington, D.C., via the “Child’s Play” charity (www.childsplay.org). --------------------------------------------------------------------------------- We love getting feedback from our fans! Please feel free to fill out this form and drop it in the “Question Block” on your way out, or e-mail us at [email protected]. If you need more room, use the space provided on the back of this page. Spring 2010 How did you hear about the Gamer Symphony Orchestra? University of Maryland Memorial Chapel Saturday, Dec. 12, 3 p.m. What arrangements would you like to hear from GSO? Other Conductors comments? Anna Costello Kira Levitzky Peter Fontana (Choral) Please write down your e-mail address if you would like to receive messages about future GSO concerts and events. Level Select Oh-Buta Mask Original Composer: Shogo Sakai Mother 3 (2006) Arranger: Christopher Lee and Description: Oh, Buta-Mask, "Buta" meaning "Pig" in Japanese, is composed of two battle themes from Mother 3. -
Afrofuturism: the World of Black Sci-Fi and Fantasy Culture
AFROFUTURISMAFROFUTURISM THE WORLD OF BLACK SCI-FI AND FANTASY CULTURE YTASHA L. WOMACK Chicago Afrofuturism_half title and title.indd 3 5/22/13 3:53 PM AFROFUTURISMAFROFUTURISM THE WORLD OF BLACK SCI-FI AND FANTASY CULTURE YTASHA L. WOMACK Chicago Afrofuturism_half title and title.indd 3 5/22/13 3:53 PM AFROFUTURISM Afrofuturism_half title and title.indd 1 5/22/13 3:53 PM Copyright © 2013 by Ytasha L. Womack All rights reserved First edition Published by Lawrence Hill Books, an imprint of Chicago Review Press, Incorporated 814 North Franklin Street Chicago, Illinois 60610 ISBN 978-1-61374-796-4 Library of Congress Cataloging-in-Publication Data Womack, Ytasha. Afrofuturism : the world of black sci-fi and fantasy culture / Ytasha L. Womack. — First edition. pages cm Includes bibliographical references and index. ISBN 978-1-61374-796-4 (trade paper) 1. Science fiction—Social aspects. 2. African Americans—Race identity. 3. Science fiction films—Influence. 4. Futurologists. 5. African diaspora— Social conditions. I. Title. PN3433.5.W66 2013 809.3’8762093529—dc23 2013025755 Cover art and design: “Ioe Ostara” by John Jennings Cover layout: Jonathan Hahn Interior design: PerfecType, Nashville, TN Interior art: John Jennings and James Marshall (p. 187) Printed in the United States of America 5 4 3 2 1 I dedicate this book to Dr. Johnnie Colemon, the first Afrofuturist to inspire my journey. I dedicate this book to the legions of thinkers and futurists who envision a loving world. CONTENTS Acknowledgments .................................................................. ix Introduction ............................................................................ 1 1 Evolution of a Space Cadet ................................................ 3 2 A Human Fairy Tale Named Black .................................. -
Adaptive Audio in INSIDE and 140
Adaptive Audio in INSIDE and 140 SpilBar 41 Jakob Schmid slides available at https://www.schmid.dk/talks/ Who Am I? Jakob Schmid INSIDE, Playdead, audio programmer 140, Carlsen Games, music and sound design Co-founded new game studio in 2017 ? IGF award 2013 Excellence in Audio Honorable mention: Technical Excellence Spilprisen 2014 Sound of the Year Nordic Game Award 2014 Artistic Achievement Game Developers Choice Awards 2016 Best Audio, Best Visual Art Game Critics Awards 2016 Best Independent Game The Game Awards 2016 Best Art Direction, Best Independent Game DICE Awards 2016 Spirit Award, Art Direction, Game Direction 13th British Academy Games Awards Artistic Achievement, Game Design, Narrative, Original Property The Edge Awards 2016 Best Audio Design Adaptive Audio in INSIDE INSIDE Audio Team Martin Stig Andersen audio director, sound designer, composer Andreas Frostholm sound designer Søs Gunver Ryberg composer, sound designer Jakob Schmid audio programmer Audio Engine: Audiokinetic Wwise INSIDE Video Animation Events Animation Events ● Associated with a specific animation ● Occur at a specific animation frame ● Can trigger sounds or visual effects footstep Context-Sensitive Events jog previous action: idle current action: jog idle play sound 'takeoff_mf' ... Context-Sensitive Events ● If previous action was 'sneak', a different sound is played jog previous action: sneak current action: jog sneak play sound 'walk' Wet Animation Events ● Shoes can get wet ● Adds wet sound on top of footstep ● Wetness value is used to set volume ○ Is set high when in water or on a wet surface ○ Dries out over time Elbow Brush Sounds brush brush Voice Sequencer Continuous Voice Sequencing ● Recorded breath sounds have varying durations ● 'Stitching' recorded sounds together results in natural, uneven breathing pattern switches br. -
Taters Versus Sliders: Evidence for A
Member Recognition Issue VOL. 31, NO. 7 | J U LY 2 021 ’Taters versus Sliders: Evidence for a Long-Lived History of Strike-Slip Displacement along the Canadian Arctic Transform System (CATS) EXPAND YOUR LIBRARY with GSA E-books The GSA Store offers hundreds of e-books, most of which are only $9.99. These include: • popular field guides and maps; Special Paper 413 • out-of-print books on prominent topics; and Earth and • discontinued series, such as Engineering How GeologistsMind: Think Geology Case Histories, Reviews in and Learn about the Earth Engineering Geology, and the Decade of North American Geology. Each book is available as a PDF, including plates and supplemental material. Popular topics include ophiolites, the Hell Creek Formation, mass extinctions, and plates and plumes. edited by Cathryn A. Manduca and David W. Mogk Shop now at https://rock.geosociety.org/store/. JULY 2021 | VOLUME 31, NUMBER 7 SCIENCE 4 ’Taters versus Sliders: Evidence for a Long- Lived History of Strike Slip Displacement along the Canadian Arctic Transform System (CATS) GSA TODAY (ISSN 1052-5173 USPS 0456-530) prints news and information for more than 22,000 GSA member readers William C. McClelland et al. and subscribing libraries, with 11 monthly issues (March- April is a combined issue). GSA TODAY is published by The Geological Society of America® Inc. (GSA) with offices at Cover: Geologists studying structures along the Petersen Bay 3300 Penrose Place, Boulder, Colorado, USA, and a mail- fault, a segment of the Canadian Arctic transform system (CATS), ing address of P.O. Box 9140, Boulder, CO 80301-9140, USA.