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Einfluss Technischer Mittel Auf Die Kompostionsmethoden Von Jeremy Soule
Einfluss technischer Mittel auf die Kom- positionsmethoden von Jeremy Soule Andrea Giffinger Institut für Musikwissenschaft, Innsbruck Zusammenfassung Im folgenden Text werden einige der Kompositionsmethoden Jeremy Soules exemplarisch herausge- hoben. Es sollen dabei die verschiedenen Parameter aufgezeigt werden, die den kreativen Prozess eines Komponisten beeinflussen. Darüber hinaus wird auch auf einige der Probleme, mit denen er aufgrund der ihm zur Verfügung stehenden technischen Mittel konfrontiert wurde, eingegangen, sowie deren Lösung gezeigt. Am Ende werden Forschungsfragen im Bezug auf die Elder Scrolls Reihe gestellt. 1 Einleitung Computerspiele wurden bereits in den 1970er kommerziell vermarktet, die akademische For- schung allerdings beschäftigte sich erst in den späten 1990er eingehender mit diesem Medien- phänomen. Seitdem haben sich verschiedenste Disziplinen, die gemeinsam das Forschungsfeld der Video Game Studies bilden, auf analytischer Ebene mit Computerspielen auseinandergesetzt (Süß, 2006). Um die Musik in Computerspielen zu untersuchen, werden nicht selten Methoden der Analyse von Filmmusik angewandt. Jedoch bergen diese Gefahren, da es sich, im Gegen- satz zum Film, um ein interaktives Medium handelt. Je nach Genre bestimmt der Spieler den Ablauf der Musik, wobei ihre Wirkung wiederum Auswirkungen auf den Ablauf des Spiels ha- ben kann. Gerade in der Spielreihe Elder Scrolls III-V, deren von Jeremy Soule komponierte Musik Gegenstand meiner Forschung ist, erhält diese durch die offene Spielwelt einen perfor- mativen Aspekt. Die spärlich vorhandene Literatur über Musik in Computerspielen, der Mangel an geeigneten Analyse Theorien und die Tatsache, dass sie immer präsenter in den Konzertsälen wird, ist Anreiz sich mit diesem Thema intensiv zu beschäftigen. 2 Umgang mit technischen Mitteln Soule komponiert seit 1995 Musik für Computerspiele (Dean, 2013) wie Secret of Evermo- re Total Annihilation, Star Wars: Knights of the Old Republic, die Harry Potter Reihe, Guild VeröffentlichtPlatzhalter für durch DOI die und Gesellschaft ggf. -
Microsoft Xbox One
Microsoft Xbox One Last Updated on September 26, 2021 Title Publisher Qty Box Man Comments #IDARB Other Ocean 8 To Glory: Official Game of the PBR THQ Nordic 8-Bit Armies Soedesco Abzû 505 Games Ace Combat 7: Skies Unknown Bandai Namco Entertainment Aces of the Luftwaffe: Squadron - Extended Edition THQ Nordic Adventure Time: Finn & Jake Investigations Little Orbit Aer: Memories of Old Daedalic Entertainment GmbH Agatha Christie: The ABC Murders Kalypso Age of Wonders: Planetfall Koch Media / Deep Silver Agony Ravenscourt Alekhine's Gun Maximum Games Alien: Isolation: Nostromo Edition Sega Among the Sleep: Enhanced Edition Soedesco Angry Birds: Star Wars Activision Anthem EA Anthem: Legion of Dawn Edition EA AO Tennis 2 BigBen Interactive Arslan: The Warriors of Legend Tecmo Koei Assassin's Creed Chronicles Ubisoft Assassin's Creed III: Remastered Ubisoft Assassin's Creed IV: Black Flag Ubisoft Assassin's Creed IV: Black Flag: Walmart Edition Ubisoft Assassin's Creed IV: Black Flag: Target Edition Ubisoft Assassin's Creed IV: Black Flag: GameStop Edition Ubisoft Assassin's Creed Syndicate Ubisoft Assassin's Creed Syndicate: Gold Edition Ubisoft Assassin's Creed Syndicate: Limited Edition Ubisoft Assassin's Creed: Odyssey: Gold Edition Ubisoft Assassin's Creed: Odyssey: Deluxe Edition Ubisoft Assassin's Creed: Odyssey Ubisoft Assassin's Creed: Origins: Steelbook Gold Edition Ubisoft Assassin's Creed: The Ezio Collection Ubisoft Assassin's Creed: Unity Ubisoft Assassin's Creed: Unity: Collector's Edition Ubisoft Assassin's Creed: Unity: Walmart Edition Ubisoft Assassin's Creed: Unity: Limited Edition Ubisoft Assetto Corsa 505 Games Atari Flashback Classics Vol. 3 AtGames Digital Media Inc. -
A Composers Guide to Game Music Pdf Free Download
A COMPOSERS GUIDE TO GAME MUSIC PDF, EPUB, EBOOK Winifred Phillips | 288 pages | 11 Aug 2017 | MIT Press Ltd | 9780262534499 | English | Cambridge, United States A Composers Guide to Game Music PDF Book The challenges unique to game composers are discussed at length. Video Games. Either we turn down the gig or set aside our emotions and listen for some musical element in that genre that tickles our interest. Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. It really is intended for composers. Recommended: Ear Training Games. Each layer needs to have its moments to shine, but not at the expense of the others. Aspiring composers should have a burning desire to contribute their own ideas to the larger musical conversation. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business. July 2, He also wangles in some light electronics for many of his compositions, so expect to hear something slightly different every time. This book offers guidance to composers who are interested in writing music for video games. But in a video game the length of each scene or level can vary greatly. Outside of the theories and techniques for creating this music, there is also a wealth of information on how to function within a development team and how to meet the expectations of the job. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
The History of Video Game Music from a Production Perspective
Digital Worlds: The History of Video Game Music From a Production Perspective by Griffin Tyler A thesis submitted in partial fulfillment of the requirements for the degree, Bachelor in Arts Music The Colorado College April, 2021 Approved by ___________________________ Date __May 3, 2021_______ Prof. Ryan Banagale Approved by ___________________________ Date ___________________May 4, 2021 Prof. Iddo Aharony 1 Introduction In the modern era of technology and connectivity, one of the most interactive forms of personal entertainment is video games. While video games are arguably at the height of popularity amid the social restrictions of the current Covid-19 pandemic, this popularity did not pop up overnight. For the past four decades video games have been steadily rising in accessibility and usage, growing from a novelty arcade activity of the late 1970s and early 1980s to the globally shared entertainment experience of today. A remarkable study from 2014 by the Entertainment Software Association found that around 58% of Americans actively participate in some form of video game use, the average player is 30 years old and has been playing games for over 13 years. (Sweet, 2015) The reason for this popularity is no mystery, the gaming medium offers storytelling on an interactive level not possible in other forms of media, new friends to make with the addition of online social features, and new worlds to explore when one wishes to temporarily escape from the monotony of daily life. One important aspect of video game appeal and development is music. A good soundtrack can often be the difference between a successful game and one that falls into obscurity. -
Console Kings Battle with Grand Games and Virtual Worlds 16 June 2015, by Glenn Chapman
Console kings battle with grand games and virtual worlds 16 June 2015, by Glenn Chapman games such as "Rise of the Tomb Raider," set for release late this year by outside studios. "If you have been waiting to move from your Xbox 360 to Xbox One, now is the time," Xbox division head Phil Spencer said. Sony PlayStation 4 consoles trounced Xbox One after the new generation consoles hit the market in late 2013. Microsoft since lowered the price and increased the focus on game play, rather than features such as streaming films, and has begun narrowing the sales gap. Sony launches new video game "Dreams" ahead of the The ability to re-play previous generation Xbox opening of the Electronic Entertainment Expo in LA, games promised to be a hit with gamers who have where it is battling for fans with fellow console king lamented that upgrading to new hardware, Microsoft historically, has come with leaving behind old titles that don't work on new consoles. "Xbox One backward capability allows you to play Console kings Microsoft and Sony battled for the games you have already invested in," Spencer players' hearts with blockbuster games and the said, eliciting raucous cheers from an audience of lure of virtual worlds as the Electronic gamers, partners and the press. Entertainment Expo was poised begin in Los Angeles on Tuesday. Xbox executive Mike Ybarra promised that more than 100 titles would be available by year's end in a The companies behind Xbox One and PlayStation library of games with backward compatibility, 4 (PS4) consoles staged flashy media events crowing that a personal favorite, "Mass Effect," will where they showed off dizzying action games and be among them. -
The Functions of Music in Interactive Media
The Functions of Music in Interactive Media Axel Berndt and Knut Hartmann Department of Simulation and Graphics Otto-von-Guericke University of Magdeburg, Germany [email protected] University of Applied Science Flensburg, Germany [email protected] Abstract. The combination of music with interactive media enables new forms of expression, can expand the bandwidth of information flow by disencumbering and complementing the visual channel, and support the user/player in controlling and managing complex structures (e.g., in strategy games). Its associative power can be used to influence playing behaviour and decision processes. This, amongst others, educationally interesting potential lies idle! In this media theoretical and critical elaboration we intend to close the gap between music in static linear and non-linear interactive media. We will give a brief overview on media music perception, detail its historical development with regard to interactive media, elaborate and exemplify its narrative functions in order to widen the scope of the field where music meets interactivity. Key words: Interactive Media Music, Perception, History, Narration 1 Introduction Amongst all the arts, being interweaved by their cooperative coexistence in mul- timedia, music is one of the oldest and most frequently underestimated. In com- bination with image and sound it leads a nebulous shadowy existence, seemingly aimless or at least difficult to explain by terms like background music. Its tremen- dous importance only becomes apparent when taking it away, i.e., muting the music, and experiencing the disillusioning lack of this unconscious something [1]. What are the reasons for this difficulty of describing its value and even neces- sity in modern media? In Section 2 we will briefly introduce this special case of human perception of music that is performed in combination with other media. -
Mass Effect1+2
Mass Effect1+2 ------------------------------www.levelup.comAUTO 3-DIGIT 024 Joseph Smith PO Box 33298 465 Summer Street Boston, MA 02445 GOT A PENNY? Main Menu HIT THE ARCADE This Issues Character we go This Issues Old Versus over some of the biggest names hat’s right the Penny Arcade Expo is open for reg- New we go over the in Video game development. istration and pannel submissions. PAX is one of Mass Effect series is Tthe biggest video game expo’s in the United States it as good as we all and we are bringing it to you first. hope? The people PAX is a great way to see many of the gaming commu- nities biggest people.in the game industry. Shigeru Miya- moto has made multiple appearances. One of the biggest THE RANT: this issue Bombom attractions of PAX is seeing the presenting of new games, riffs on Dragon Age: origins talking with project directors and getting to see what’s in the works. In fact one of the important internet phenom- enons is Mounty Oum. A man who became famous from building and animating many famous video game charac- ters and creating amazing cinematic battle sequences. The Games PAX is without a doubt one of the best places to meet video game enthusiasts , and Indi Video Game Developers. That BGM has hunted down the is not to say that all PAX focuses on is video games. It also Today we go over gammer one ups to get the story and brings you into the realm of pen and paper if you allow it, girls and that dreadful maybe an extra life? that is right Table Top games. -
Ludo-Musicological Typologies: Examining New Ways of Classifying, Categorizing, and Organizing Music in Video Games: Annotated Bibliography
University of Denver Digital Commons @ DU Musicology and Ethnomusicology: Student Scholarship Musicology and Ethnomusicology 11-2020 Ludo-Musicological Typologies: Examining New Ways of Classifying, Categorizing, and Organizing Music in Video Games: Annotated Bibliography Nicholas Pierce Follow this and additional works at: https://digitalcommons.du.edu/musicology_student Part of the Musicology Commons This work is licensed under a Creative Commons Attribution 4.0 International License. Ludo-Musicological Typologies: Examining New Ways of Classifying, Categorizing, and Organizing Music in Video Games: Annotated Bibliography Ludo-musicological Typologies: Examining new ways of classifying, categorizing, and organizing music in video games Annotated Bibliography Over the past thirty years, music in video games has grown increasingly complex and sophisticated, with many composers specializing in this medium. Composers from other mediums like film and television (Danny Elfman, Hans Zimmer, and Michael Giachinno most notably) have also begun writing for video games, in addition to their other projects. Today, video game music incorporates elements from a wide variety of musical styles and genres, and utilizes diverse compositional techniques, some unique to the medium. However, an examination of scholarly literature on the subject (ludomusicology) reveals that this diversity and variety is not always reflected in the ways that video game music is categorized, classified, and organized. I hope to use these sources, among others, to re-organize video game music and the composers thereof, to help musicians and scholars more easily understand the rich canon of music that has been written for this medium. Collins, Karen. "Video games, Music in," Grove Music Online, ed. Deane L. Root. First published 25 May 2016, updated 25 November 2018. -
Chambers & Consoles
Washington Metropolitian The Washington MetropolitanGamer Gamer Symphony Orchestra presents ChambersSymphony & Consoles Small EnsembleOrchestra Showcase of Video Game Music Nov. 5, 2016 - Living Faith Lutheran Church, Rockville, MD Nov. 19, 2016 - BlackRock Center for the Arts, Germantown, MD The WMGSO is a community orchestra and choir whose mission is to share and celebrate video game music with as wide an audience as possible, primarily by putting on affordable, accessible concerts in the D.C. area. Game music weaves a complex melodic thread through the traditions, shared memories, values, and mythos of an entire international and intergenerational culture. WMGSO show- cases this music because it largely escapes recognition in professional circles. The result: classical music with a 21st-century twist, drawing non-gamers to the artistic merits of video game soundtracks, and attracting new audiences to orchestral concert halls. Board of Executives Staff Music Director Nigel Horne Choirmaster Jacob Coppage-Gross President Ayla Hurley Ensemble Manager Evan Schefstad Vice President Joseph Wang Music Librarian Zeynep Dilli Secretary Mimi Herrmann Assistant Treasurer Patricia Lesley Treasurer Chris Apple Small Ensemble Director Katie Noble Development Director Jessie Biele Stage Manager Emily Green Event Coordinator Emily Monahan Public Relations Director Melissa Apter Assistant Public Relations Mary Beck Living Faith Lutheran Church BlackRock Center for the Arts Living Faith Lutheran Church became Founded in 2002, BlackRock Center Rockville’s first Lutheran congregation in for the Arts is the leading performing and 1952. Living Faith is a welcoming, commu- visual arts venue in upper Montgom- nity-focused and growing congregation, pa- ery County. BlackRock provides the stored by the Rev. -
Kingsbane Playlist PART ONE 1. Hawthorne Abendsen – the Man In
Kingsbane Playlist PART ONE 1. Hawthorne Abendsen – The Man in the High Castle – Dominic Lewis 2. Rise Up – Winter’s Tale – Hans Zimmer, Rupert Gregson-Williams 3. Ham Wants Jane – Jane Got a Gun – Lisa Gerrard, Marcello De Francisci 4. Descending – The Handmaid’s Tale – Adam Taylor 5. Eptesicus – Batman Begins – James Newton Howard, Hans Zimmer 6. You’re Carrying His Child – The Huntsman: Winter’s War – James Newton Howard 7. Death Beneath the Horns – Da Vinci’s Demons – Bear McCreary 8. I’m Scared – The Mountain Between Us – Ramin Djawadi 9. A Bright Red Flash – 10 Cloverfield Lane – Bear McCreary 10. The Seer Gives Lagertha a Prophecy – The Vikings – Trevor Morris 11. Touch Nothing Else – Murder on the Orient Express – Patrick Doyle 12. Beneath the Ice – The Elder Scrolls V: Skyrim – Jeremy Soule 13. The Downfall – The Crown – Lorne Balfe, Rupert Gregson-Williams 14. The King of the Golden Hall – Lord of the Rings: The Two Towers – Howard Shore 15. Bounden Duty – The Crown – Lorne Balfe, Rupert Gregson-Williams 16. The Necklace – The Man in the High Castle – Dominic Lewis, Henry Jackman 17. Beyond the Hills – Logan – Marco Beltrami PART TWO 1. The Tide – Dunkirk – Hans Zimmer 2. See You for What You Are – Game of Thrones – Ramin Djawadi 3. Drifting in the Dark – The Cloverfield Paradox – Bear McCreary 4. Ofglen and Offred – The Handmaid’s Tale – Adam Taylor 5. The Letter – The Crown – Rupert Gregson-Williams 6. NJ Mart – World War Z – Marco Beltrami 7. The Mole – Dunkirk – Hans Zimmer 8. Little Deceptions – Penny Dreadful – Abel Korzeniowski 9. -
Generación Automática De Mapas 2D Mediante La Adaptación De La Dificultad a La Habilidad Del Usuario Procedural 2D Map Generation with Dynamic Difficulty Adjustment
Generación automática de mapas 2D mediante la adaptación de la dificultad a la habilidad del usuario Procedural 2D map generation with dynamic difficulty adjustment Trabajo de Fin de Grado Curso 2019-2020 Autor Mario Jiménez Contreras Director Prof. Dr. D. Carlos León Aznar Grado en Desarrollo de Videojuegos Facultad de Informática Universidad Complutense de Madrid 1 2 Generación automática de mapas 2D mediante la adaptación de la dificultad a la habilidad del usuario Procedural 2D map generation with dynamic difficulty adjustment Trabajo de Fin de Grado en Desarrollo de Videojuegos Departamento de Ingeniería del Software e Inteligencia Artificial Autor Mario Jiménez Contreras Director Prof. Dr. D. Carlos León Aznar Convocatoria: junio 2020 Grado en Desarrollo de Videojuegos Facultad de Informática Universidad Complutense de Madrid 3 4 Resumen Hallar el perfecto equilibrio de dificultad para un videojuego es una tarea tediosa y requiere de un grupo de diseñadores, encargados de las mecánicas y el diseño de niveles. Esta tarea puede ser más sencilla mediante técnicas de inteligencia artificial, utilizando aprendizaje automático. Por ello, este proyecto tiene como objetivo generar mapas con una dificultad adaptada a la habilidad del jugador. Se ha creado un videojuego con vista cenital, de género Roguelike (de mazmorras), cuyos niveles son generados procedimentalmente. Cuenta con una mecánica básica de movimiento en ocho direcciones y con disparo en 360 grados. La meta es obtener un número concreto de coleccionables en cada ronda para avanzar a la siguiente, evitando además ser eliminado por los enemigos, que se desplazan hacia el avatar del jugador, restándole vida por contacto. Durante las sesiones de juego se recogen los valores de las variables que modelan el entorno del juego, como el tamaño de la mazmorra o el número de habitaciones, además de las encargadas de configurar el comportamiento de los enemigos.