Best game sound
Friday, March 5th, 2010Now that we’re in the voting mood…have a look at an AnswerGarden that was added to the Pretty Ugly Gamesound Study. Do you agree with the votes in the garden or do you want to suggest some other games?
Now that we’re in the voting mood…have a look at an AnswerGarden that was added to the Pretty Ugly Gamesound Study. Do you agree with the votes in the garden or do you want to suggest some other games?
What’s the next step in game audio? Now it’s your turn…Fill in your own answer or click on an existing one and hit ’submit’!
Yesterdag Richard and I presented at the Music Summit of Festival of Games in Utrecht. After visiting many international conferences on audio for games, it’s great to meet all the local peers and professionals. At the bottom of this page, you can find a link to the slides and a special link page.
By the way, it was a splashing venue, featuring a truly wonderful performance installation by Matthias Oostrik. See the two pictures below I made before the summit started:
[Download the Slides as PDF]
More information and weblinks at FoG.AudioGames.net
See a slideshow below the break.
Saturday June 13. Richard van Tol and I will present developments in game music at the Music@Games Summit of the Utrecht Festival of Games. Attending this summit is free, but registration is required.
Dit is een kort (aangepast) verslag van de AES 35th International conference 2009: Audio in Games.
My colleage Kees Went and I attended the AES International Conference Audio for Games 2009. We presented a paper about the Game Audio Lab that was developed in 2008 at the Utrecht School of the Arts.
In 2007, I supervised an internship for the Adaptive Music Systems Research group under Jan IJzermans. The group [1] researched adaptive sound design and composition for games and developed the Adeptive toolkit, which helps composing in nonlinear settings.
To make things clear: we’re not talking about composing a song from the beginning to the end (linear music); the composer makes a large amount of musical ‘cells’ and the system selects new cells based on the rules of the composer (nonlinear music). Such an approach can be highly suitable for games, that mostly have a nonlinear character, as the music is able to correspond with the narrative or the presupposed experience of the player. And at least, we’re preventing the repetitive background track that drives players crazy.
On a regular base, designers and students question where to find general resources on game audio. There are some websites that provide links to articles, papers and other valuable resources that are useful to start with. The list below isn’t meant to be complete and is aimed at helping you to start with finding references. Useful suggestions are welcome at all times, preferably in a comment below.
This post is about an old thesis written in 2002 for the Utrecht School of the Arts, School of Music and Technology.[1] It contains guidelines for the usability of audio-only menus. It’s written in Dutch and I’d like to share some insights that might be useful for designing audio menus or audio games.
In the past years, I’ve designed quite some audio menus for audio games and supervised projects that used audio-only interaction for blind users. Below I share some of my experiences concerning these menus, and include the original recommendations of the thesis.
PrettyUglyGameSoundStudy (or PUGS) is an experiment to gather as many examples of audio in games that people consider either to be ‘good’ (or ‘pretty’) and ‘bad’ (or ‘ugly’). On one hand we wish to get a better understanding of game audio that people consider to work well in games and on the other we would like to get an overview of (typical) game audio blunders, from which the field can benefit. We hope that eventually this archive can grow out to be an inspiration (as well as the occasional good laugh) for those working in the field of game audio.