Entries for the ‘Game Audio’ Category

Footsteps in Games

Monday, April 4th, 2011

Just a quick pointer to a very profound article about footsteps in games. And check this video about the evolvement of footsteps in games:

Footsteps Retro Sound Study from lost lab on Vimeo.

Visit: http://blog.lostchocolatelab.com/2010/03/footsteps-informal-game-sound-study.html

PhD Thesis Captivating Sound: the Role of Audio for Immersion in Games

Wednesday, February 2nd, 2011
Sound, music, audio and immersion

The obligatory thesis word cloud about immersive audio

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.

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Audio Game: Extant

Friday, November 12th, 2010

A short pointer to something we’re working on…Extant! Extant is a free-roaming survival audio game, completely based on sound.

Extant - Zombie Audio Game

Extant - Zombie Audio Game

We released a tech demo for Extant in October 2010, a few days prior to Halloween. The demo allows players to wander freely through an atmospheric, monster-infested world, exploring sites and buildings while fighting off zombies and collecting pickups such as ammo and medicine.

Extant is based on concepts developed back in 2002 for an audio game prototype named “Dark – A Garden Wander”, created by Sander Huiberts, Richard van Tol and Hugo Verweij. One example of such a concept is Moby, the protagonists dog, who can guide the player to certain areas and objects using an innovative command menu.

Through this tech demo we explore the design possibilities of an audio-only game space that is intuitive, immersive and easy to navigate. We found that a space based on spheres meets such requirements best. For example, players wander around on a spherical-shaped world, in a fashion similar to Mario on a small planet in Super Mario Galaxy. This approach frees designers from having to add spatial obstructions in order to constrain the players’ free movement to a specific area. Spatial obstructions can be quite a design challenge in audio games, since walls are usually silent and one does not want the player to constantly bump into them. Each building and site is circular as well, allowing the player to enter from any direction.

The Extant tech demo can be download for free at the Creative Heroes website.

Discuss Extant at the AudioGames Forum.

Various sound resources for game design and interaction design students

Tuesday, September 14th, 2010

I teach audio design to game designers and interaction designers at the Utrecht of the Arts. Here are some valuable links for finding audio material and some tools. In case you have something valuable to add, you know where to find the comments section.

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Best game sound

Friday, March 5th, 2010

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?

Best game sound ever… at AnswerGarden.ch.

The Future of Game Audio

Wednesday, January 27th, 2010

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’!

What’s the future of Game Audio… at AnswerGarden.ch.

Lecture at Festival of Games

Sunday, June 14th, 2009

Yesterdag Richard and I gave a keynote 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 great venue, featuring a truly wonderful performance installation by Matthias Oostrik. See the two pictures below I made before the summit started:

Festival of Games in Ottone

Festival of Games in Ottone

Festival of Games in Ottone

Festival of Games in Ottone

[Download the Slides as PDF]
More information and weblinks at FoG.AudioGames.net

See a slideshow below the break.

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Lecture at Festival of Games 2009

Saturday, June 6th, 2009

flyer_musicgames_big

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.

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AES 35th International conference 2009: Audio in Games

Sunday, March 1st, 2009

Dit is een kort (aangepast) verslag van de AES 35th International conference 2009: Audio in Games.

Kees at the AES

Kees presenting at the AES. Photo: Sander Huiberts

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Game Audio Lab featured on AES International Conference: Audio for Games 2009

Monday, February 16th, 2009

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.

Game Audio Lab: a educational framework for the research and design of realtime, nonlinear sound and music design

Game Audio Lab: an educational framework for research and design of realtime, nonlinear sound and music design. Photo © Sander Huiberts

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