Tag Archive for Game Audio
In 2007, I supervised an internship for the Adaptive Music Systems Research group under Jan IJzermans. The group  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.
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.
Dit is een artikel dat Richard van Tol en ik geschreven hebben voor het symposium eTonaal, dat gehouden werd op 27 juni, 2006. De sprekers discussieerden over muziek en nieuwe media. Mijn lezing ging over de voordelen en eigenschappen van popmuziek in games, terwijl de lezing van Kees Went ging over de nadelen van het gebruik van popmuziek in games. Het artikel dat Richard en ik schreven ging over zowel de voor- als de nadelen. Het is hieronder gearchiveerd, klik op de link hieronder om het te lezen op het mediaplatform Cut-Up.
In 2006, Richard van Tol and I visited the Game Developers Conference in behalf of the Utrecht School of the Arts. This is an (originally intended as internal) report which contains the developments in the field of game audio, after attending the audio sessions of the GDC ’06.
Disclaimer: this is an document reporting the state of a rapidly developing field, many facts may be outdated. Mainly intended for “nostalgia” or reference! You can download the original report as PDF (Dutch) or read the article below this line, oftewel het artikel hieronder lezen: (Dutchy stuff has already started)