Tag Archive for music

Game Sound & Immersion – Annotations

Gijs Driesenaar sent me his annotations of Captivating Sound: the Role of Audio for Immersion in Games. If you’re a little short on time but would like to know what’s in the thesis, you can consider this the essence of the book. The numbers refer to page numbers. [Download as PDF]

6. This thesis explores the relation between game audio and (computer) game immersion. Audio is studied using the IEZA‐model (Interface, Effect, Zone, Affect) and the SCI‐model(Sensory- Challenge-based- and Imaginative Immersion), and several design issues are described. This yields a conceptual framework that describes various audio design issues that can be used to reflect upon conceptual decisions relevant for the design of audio in relation to immersion.

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Music makes us dance

Music can be truly captivating. It has the wonderful ability to pursuade us to connect to our inner selves. This video of a woman waiting at a bus stop is fascinating. She’s trying to resist the urge to dance and conform to regular behaviour. I love what music does to people!

And should you read this Mrs. or Ms. Bus stop dancing queen, please keep on dancing!

Live Indie Game Concert in The Netherlands

Last Saturday I visited the Live Indie Game Concert organised by DutchGameMusic. A world first! The following tracks were performed by LUDWIG:
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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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Oi! Gluddle 2.0 and Gluddle Lite Release – a game made by audio designers

Amsterdam, July 6, 2012 – Creative Heroes (Richard van Tol & Sander Huiberts) is happy to announce that the major 2.0 update to Gluddle and the free Lite version are available on the Apple Appstore.

“Gluddle, which is one of the most addictive physics-based iOS games I’ve come across, has just been bumped to version 2.0. In its initial state, Gluddle is already a fantastic physics puzzler. But now, in its updated version, the game is even more so.”
— AppAdvice

A property of Gluddle is the innovative use of sound in the game. It uses an adaptive music system that not only responds to what is happening in the game, but even controls part of the gameplay. Many events, such as the flashing of the Supervision, are timed to the beat of the music. This creates a musical flow that immerses the player in the game and allows for special tactics to be used, if the player pays a close ear.

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Immersive Gaming 2.0 – Immersive Sound 0.2

One of the things I teach my students is ‘educating’ game developers about the importance of audio. All game developers know audio is important, but still it’s easy to get carried away with those sweet visuals…and that’s the moment when the audio designer should drop in and say: “aren’t we forgetting something?”

At the GDC I stumbled upon this exhibition booth showing a truly impressive gaming platform with five combined screens offering a new standard in immersive gaming! But when looking at the tiny Radioshack speakers on the ground, I would have wished some interference of an audio designer here. 😀

Immersive Gaming 2.0 - Immersive Sound 0.2

Demonstration at the GDC Expo – click for enlargement

NLN-player: interactive music

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

PhD award

PhD award

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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Various sound resources for game design and interaction design students

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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Lecture at Festival of Games

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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