Archive for sander

Immersive Gaming 2.0 – Immersive Sound 0.2

One of the things I teach my students is ‘educating’ game developers about the importance of audio. All game developers know audio is important, but still it’s easy to get carried away with those sweet visuals…and that’s the moment when the audio designer should drop in and say: “aren’t we forgetting something?”

At the GDC I stumbled upon this exhibition booth showing a truly impressive gaming platform with five combined screens offering a new standard in immersive gaming! But when looking at the tiny Radioshack speakers on the ground, I would have wished some interference of an audio designer here. ūüėÄ

Immersive Gaming 2.0 - Immersive Sound 0.2

Demonstration at the GDC Expo – click for enlargement

Alternative History of Game Music

At the Utrecht School of the Arts, we’re currently engaged in a research project in which the design processes of game composition are investigated. More about that later…in the meantime, have a look at this alternative representation of the history of game music! [thanks Yme!]

GDC 2012 audio report by Sander Huiberts – Utrecht School of the Arts

GDC 2012 logoOn behalf of the Utrecht School of the Arts – School of Music & Technology I visited the Game Developers Conference (GDC) 2012 audio tracks. For colleagues and peers, I’ve made an overview that can be found below.

Utrecht School of the Arts - School of Sound & Music - Muziektechnologie - Creative Design Practices

 

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Ever wondered how blind users use the iPhone 4s?

It’s been a while since we’ve seen an accessibility-related post here…but I came across this great video. you should see. Have you ever wondered whether blind users can use the iPhone and how that works? In that case, have a look at this explanation by Tommy Edison who shows that Apple actually did a great job making the visually oriented interface of the iPhone accessible in the auditory domain!

HKU-handshake-materiaal

Documenten samenwerken:

  • Luister – Nederlands (alleen intern op HKU verspreiden!): link
  • Listen – Engels artikel: link
  • Improving communication with your sound designer: link

 

Zie ook:

Austin Wintory & Robin Hunicke – Samenwerken voor Journey (Indievelopment):

The video below, kindly sent to me by Tom, shows a panel discussion featured at¬†Casual Connect Seattle (July 2012)¬†about exactly this topic. I just love the word handshake in this context, as it’s spot on for the ideal collaboration. Might be a video just for you, dear Captivating Sound reader!

Communication between developer and external audio team has never been more important. This discussion will highlight the materials needed to properly execute a project, our process as audio designers, why it’s important for the developer to understand this, and how we can improve the audio experience. The panel features a cross-section of audio designers, all with a unique perspective on interfacing with the developer.

 

Sound vs. Vision & Time vs. Space (Gaver, Buxton, Bly)

If you’re designing interfaces, this small table that summarises the chapter contents by Buxton, Gaver & Bly (1991) concerning the use of sound and vision in interfaces might be handy.

Time Space
Sound
  • sound exists in time
  • good for display of changing events
  • available for a limited time
  • sound exists over space
  • no need to face source
  • a limited number of messages at once
Vision
  • vision exists over time
  • good for display of static objects
  • can be sampled over time
  • vision exists in space
  • user must face source
  • messages can be spatially distributed

Refer to: Buxton, W., Gaver, W. & Bly, S. (1991). The use of non¬≠speech audio at the interface. Tutorial no. 8. In CHI’91 Conference proceedings, Human Factors in Computing Systems, ‘Reaching through technology’ (pp. 85‚Äź90). New Orleans, ACM Press: Addison‚ÄźWesley.

Music Games Rock – Rhythm Gaming’s Greatest Hits of All Time

book about music games

book about music games

Today I learned about the existence of a book dedicated to music games – Music Games Rock – by Scott Steinberg. Read this teaser:

Chronicling the meteoric rise and fall (and rise again) of music video games, Music Games Rock: Rhythm Gaming’s Greatest Hits of All Time is the first book to explore the field’s history, origins and most spectacular hits and flops. Offering an inside look at rhythm gaming’s hottest headliners and oddest one-hit wonders – including exclusive tour stories from the creators of Guitar Hero and Rock Band – it’s your backstage pass behind the scenes of the games industry’s hottest act.

It seems to be a great overview of the music games that have been published so far. And you know what? It can be downloaded for free here!
[thanks, Jaap! :)]

Gluddle for iPad and iPhone!

This is the game I’ve been working on after becoming a Doctor! It’s Gluddle by Creative Heroes (Richard van Tol and yours truly) and it’s absurdistic and we’ve done some things differently with audio.
More on Gluddle.com
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Listen – Improving the Cooperation between Game Designers and Audio Designers

Guitar Heroes - by SNDR

Guitar Heroes – by SNDR

In the design research investigation Listen! the multi-disciplinary collaboration between game design and audio design students is researched. The research focuses on gathering more insight in the creative design process of game audio and presents general recommendations and pitfalls for the development of game audio.

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Björk Biophilia app

Screenshot of Biophilia

Screenshot of Biophilia

If you’re into adaptive/interactive music, you should definitely check out the Biophilia app by Bj√∂rk. This ‘full-length app-album’ is an interesting application in which studio-produced music, music apps and visual art meet.

Today is the official release of the alpha version with all the music tracks that can be bought from the free main (mother) app. The beta was published earlier this year.
[Björk website]
[iTunes link]