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.
If you’re into adaptive/interactive music, you should definitely check out the Biophilia app by Björk. 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]
Richard and I have added the IEZA framework for game audio on Wikipedia. This way everyone who uses IEZA can contribute to the further development of this framework and add his or her insights.
IEZA framework can be used to conceptualise the communication by means of game 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.
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. The web-version of the nln-player was built with the Schillmania Soundmanager 2 library, php and javascript. The idea was to shift the focus from organising the musical material with, often complex, data-structures, to a very simple model in which the limitations for the composer were greater, but the administrative work and the needed understanding of (meta-)data was much less. This same framework was used for the implementation of the interactive music in XNA5 for an Xbox game, Shortburst.