Entries for the ‘Game Audio’ Category

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

Wednesday, April 18th, 2012

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

Utrecht School of the Arts

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

Monday, February 27th, 2012
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!

Wednesday, February 15th, 2012

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

Monday, November 21st, 2011
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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IEZA-framework at Wikipedia

Monday, October 3rd, 2011

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

IEZA framework can be used to conceptualise the communication by means of game audio

The URL is:
http://en.wikipedia.org/wiki/IEZA_Framework

[Dutch] Control Magazine

Friday, July 22nd, 2011

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.

  1. Het bijzondere verhaal achter de prachtige menu-muziek van Killzone 3 [T]
  2. Mooie gamesmuziek: mag dat? [T]
  3. Lost in translation: begrijpen developers en componisten elkaar wel? [T]
  4. Interactieve gamesmuziek: de adaptieve oplossing [T]
  5. Vier initiatieven en events over gamesmuziek [T]
  6. Beluister 5 unieke, muzikale pitches [T]

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Ur Zoo Social Game Music Composition Competition

Wednesday, July 20th, 2011

Ur Zoo

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!

See: http://www.fluffylogic.net/2011/07/ur-zoo-social-game-music-competition/

NL: Symposium Videogame Music: Play, Fans, Space

Wednesday, July 20th, 2011

music symposium

Pointer to a symposium in the Netherlands:

VIDEOGAME MUSIC: PLAY, FANS, SPACE

13 September 2011
Utrecht University, NL
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NL: Lecture about the music of Iron Grip – the game

Wednesday, July 20th, 2011

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.
http://www.linkedin.com/pub/tim-van-geel/10/5b0/890
15:30, Dutch Game Garden, Neude 5, Utrecht

Sign up: martine [AT] dutchgamegarden.nl

NLN-player: interactive music

Thursday, May 5th, 2011

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.

More information on www.greencouch.nl and www.nln-player.com