Entries for the ‘Utrecht School of the Arts’ Category

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.

(more…)

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

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.

(more…)

Symposium Music Design – Mapping the field 2010 (in Dutch)

Friday, March 5th, 2010

Just a quick pointer for those who are interested in a symposium about Music Design in the Netherlands. Mind that the symposium will be held in Dutch. I’ll be presenting my research concerning the cooperation between game designers and music designers (sound designers and composers). For more, click more below the flyer.

Mapping the Field Symposium Music Design

Mapping the Field Symposium Music Design

(more…)

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.

(more…)

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.

(more…)

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

(more…)

Adaptive music prototyping

Tuesday, February 3rd, 2009

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.

(more…)

Audio-only menus

Monday, December 15th, 2008

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.

illustration by zkukkuiz

illustration by zkukkuiz

(more…)

PrettyUglyGameSoundStudy (PUGS)

Thursday, November 27th, 2008

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.

(more…)