Archive for sander
[not game audio, just plain audio]
Remember Colin Firth’s appearance in “The Kings Speech” (2010)? In this movie the king has severe problems with public speeches and I was really impressed hearing Colin Firth stammering in such a monotone manner. Some time ago I found an actual recording of King George VI opening an exhibition in Scotland and you can clearly see the reference to this original footage (please click the video if it doesn’t play). The speech starts after 2 minutes.
The Dutch Control Magazine has published 6 interesting items on game music. The articles have also been published on the Control Magazine website. The articles have been written in Dutch, but perhaps Google Translate can help you understand the articles. For your convenience, there’s a [T] after the links leading you to an English translation.
- Het bijzondere verhaal achter de prachtige menu-muziek van Killzone 3 [T]
- Mooie gamesmuziek: mag dat? [T]
- Lost in translation: begrijpen developers en componisten elkaar wel? [T]
- Interactieve gamesmuziek: de adaptieve oplossing [T]
- Vier initiatieven en events over gamesmuziek [T]
- Beluister 5 unieke, muzikale pitches [T]
The game studio FluffyLogic invites you to create some original music for their new social game Ur Zoo.
The lucky winner’s music will feature in the game and their name will appear in the game credits!
Pointer to a symposium in the Netherlands:
VIDEOGAME MUSIC: PLAY, FANS, SPACE
13 September 2011
Utrecht University, NL
For your information: a lecture in Utrecht, The Netherlands.
28 July the music of Iron Grip, the game by Tim van Geel, componist and designer ISOTX.
15:30, Dutch Game Garden, Neude 5, Utrecht
Sign up: martine [AT] dutchgamegarden.nl
You probably know End User Licence Agreements: endless forms you must acept in order to be able to use a specific piece of software. On the following page, the American actor Richard Dreyfuss reads the iTunes EULA, and I think it sounds great!
At the Utrecht School of the Arts, the adaptive music systems research group investigates the design of music for non-linear contexts. Post-graduates that conducted research in this group have formed a company – GreenCouch – and recently they’ve sent me an example movie of one of their projects.
The example movie contains an explanation of the music system used in the Xbox-game Shortburst. It’s pretty self explanatory and shows the flexible system in real-time.
The description of the video:
“cell-based music”, or “horizontal resequencing” in a browser-based, simple, nln-player, with the music for the Xbox-game Shortburst.
This same framework was used for the implementation of the interactive music in XNA5 for an Xbox game, Shortburst.
Just a quick pointer to a very profound article about footsteps in games. And check this video about the evolvement of footsteps in games:
The word is out: I hereby present you my PhD thesis! After the final writeup in 2009, it took some time to get my viva arranged in August 2010. Sorry to keep you waiting…but now, it can be downloaded via this blog.
This thesis addresses the role of audio for immersion. Yep, the I-word…almost just as Impossible as it is Irresistible to designers. Yet, I’ve tried to come up with some useful theory for those who want to know more about the design of sound, music and speech in games and the conceptual decisions that are involved.