Archive for Utrecht School of the Arts

Unity Audio Time Saver: changing import settings for multiple audio files

Edit: Unity5 supports changing multiple settings, so this post becomes obsolete!

Multiple-object editing not supported.

Multiple-object editing not supported. RSI!

Ever wondered why it’s not possible in Unity3d to change the sound settings of multiple sound assets at the same time? Unlike other importers, you get the “multiple-object editing not supported” notification if you try to do this.
Recently I came across this forum post outlaying a script that allows you to select various sound assets and apply the same setting for all selected files. So now you can toggle 100 sound files to 2d mode instead of 3d without mindlessly pressing that apply button 100 times!

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How it’s done at EA Audio Design

In this short sneak peek video, Jesse James Allen explains three basic technical models for incorporating adaptive music in games: trigger path (also horizontal resequencing), vertical mix (also vertical reorchestration) and runtime remix (a fresh term). Nice to know how it’s done at EA.

[Thanks at DutchGameMusic for the pointer]

Tug of Gore

This weekend, I participated with four other great designers in the Global Game Jam 2013. We made an iPad game called Tug of Gore in less than 48 hours. The goal is to pull and stretch Gore against 3 other players.

Below you find the trailer. Video sound was done in 2 minutes…we were running out of time and the only way to finish the trailer in time was to take a microphone and press record!

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Interactive Music Theory

Cell-based music / Horizontal Re-sequencing, simple and a more complex example.

I found some theory about interactive, adaptive, nonlinear game music that hasn’t been posted on Captivating Sound yet. It’s an oldie from 2011 by Than van Nispen tot Pannerden, Sander Huiberts, Sebastiaan Donders and Stan Koch.

Interactive music, in e.g. video games, often tends to be complex both in the creative and the technological part. Video games, that have any interactivity connected to the music, often have simplistic music and music technology. The sounding results vary greatly in quality, both in musical aesthetics and in interactive meaningfulness.

One of the interactive music strategies available is horizontal re-sequencing. In this paper experiences with a simple nonlinear music player (the nln-player), using this strategy, are being presented.

Reference:
van Nispen tot Pannerden, T., Huiberts, S., Donders, S., & Koch, S. 2011, The nln-player: A system for nonlinear music in games. Paper presented at Proceedings of the International Computer Music Conference 2011, University of Huddersfield, England.

Download:
http://download.captivatingsound.com/Nispen-Huiberts-Donders-Koch-Interactive-Music-the-NLN-player.pdf

Dutch lecturers give Boot Camp in Game Design: VietJam Game Jam in Vietnam

I just returned from the Vietjam! Game Jam – a game jam event we organised! We were on the Vietnam national television. Thanks everyone, it was so great!

Dutch Senior lecturers Sander Huiberts and Richard van Tol from the Utrecht School of the Arts, the Netherlands will work with a group of students of FPT-Arena Ho Chi Minh City from November 5-9 and FPT-Arena Hanoi from November 12-16 in a Game Design Boot Camp. Part of this Boot Camp, which is a combination of theory and practice, will be a 48 hours Game Jam.

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[Dutch] GameBedrijven / GameAudiobedrijven / Stageplaatsen in Nederland

Some information about game audio internships in The Netherlands (in Dutch).

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Designing for a blind target audience

Some pointers for those who are about to develop for a visually disabled target audience. My main tip: ask your users, they are the best experts on what they need or do not need!

Old Skool! Suzanne Ciani – Game music for Pinball Arcade Machines

“In a moment we meet a musician whose playful experiments with electricity may be the forerunners of a new approach to both listening and learning…”

The man in the video below means…games! This video dating back from 1979 shows the work of Suzanne Ciani for the Bally’s Xenon pinball machine .

[via]

: Bally’s Xenon pinball machine in action

Grim-by-Morepolygons

A little off topic, but a great achievement. Have a look at Grim, a ‘vertical slice’ shooter beta by student group Morepolygons from The Utrecht School of the Arts. Impressive visual quality in full HD resolution…http://grim.morepolygons.com/

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

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

 

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