Title: Music
1(No Transcript)
2Music Sound as Game Design Tools
Please note that images and video clips have been
removed from this version of the presentation
-
- by
- Brian
Gomez - Simon Amarasingham
-
3Introductions
4Simon AmarasinghamStored in a vat of oxygenated
treacle until the year 2000.
5Simon AmarasinghamAfter which he and brother
Kemal founded dSonic
6Simon AmarasinghamAnd with some help from a
shaman living amongst wild Alaskan bears
7Simon AmarasinghamdSonic has grown and thrived
8Brian GomezDiscovered amongst ancient tribal
artifacts in the Amazonian Jungle
9Brian GomezAt an early age showed a talent for
devising bizarre traps using dung beetles
10Brian GomezA skill which was only appreciated
once Brian gave up massage therapy
11Brian Gomezand became a Game Designer
12Whats this all about?
- Audio is not generally considered part of the
game designers tool box - Audio is added after the designing has been done
- So there is untapped potential for gameplay ideas
13Disclaimer
- Gameplay ideas will be suggested
- Many specific ideas are not unique
- But using audio for game design is not ubiquitous
14A Complete Treatise on the Merits of
Interdisciplinary Cooperation
15mmmm...cake
16Actually much tastier when the different
ingredients are combined thoughtfully
17End of A Complete Treatise on the Merits of
Interdisciplinary Cooperation
18Why use sound in game design?
19Sound is everywhere
20Humans can only get visual information by looking
directly at something
21And most of us can only look in one direction at
a time
22Worse still, if our view of an object is blocked,
we can't see it
23Sound has none of these problems!
- Sound can be heard from any direction
- Or even many directions at one time
- Sound can be heard behind other objects
- You cant do this with your eyeballs
24One point of inferiority - accuracy
- Hearing is not as good as sight for accurately
pinpointing objects
25Use in gameplay
26A quick word on prototyping
- Even simple prototypes can teach you a lot
- Helps communicate concept
- Programming not necessarily required
Worthwhile because
27Its all in the execution
28Walking and Chewing Gum
29Music can do more than one thing at a time
- Most music involves different instruments playing
together - Different melodies can play at the same time
- Bach wrote pieces with up to 6 "voices" playing
simultaneously
30Music can do more than one thing at a
time...Smart ass
31Music can do more than one thing at a time
- Luckily, you dont need to be Bach
- Adding/removing instruments from an arrangement
could convey information - Health dangerously low
- Enemies present
- Ammo running out
- Powered up enough to use special moves
- etc
32Example Ye Olde Unreal Tournamentanno
domine 2004
33- Keep It Simple, Stupid
- (when designing audio playback schemes)
34Designing playback schemes
- The first thing on the list is to design a scheme
for audio playback in your game - Recommend prototyping!
- Aim for effectiveness
- Try to reduce complexity
35Complexity
- Is tempting
- It is easy for systems to become complex with
each added idea (feature creep)
36Complexity
- Things that seem like a good idea on paper dont
always pan out
37Complexitye.g. automatically composed music
- Perhaps achieved by encoding the rules of
harmony randomly generating a melody voila
music! - Sounds good in theory
- Many attempts
38Complexitye.g. automatically composed music
- but so far no big successes
- possibly because automatic schemes tend to
generate similar results every time - e.g. a Spirograph can make an infinite number of
pictures
But never this
39Complexity
- Complexity has limits
- The challenge is to make systems that are simple
enough for everyone to grasp - Otherwise similar ideas may be abandoned on the
next project
40Simple stuff can work
- E.g. Thief 2 Randomly played short
tension-building stings under NPC conversations
- Players read meaning into the random association
of music dialogue
41Whats the story?
42Leitmotif
- Leitmotif (n.) 1. a melodic passage or phrase,
especially in Wagnerian opera, associated with a
specific character, situation, or element. 2. A
dominant and recurring theme, as in a novel.1 - Composers use Leitmotifs to convey story without
the use of words, as well as to add layers of
meaning to the visual story. - Film has been doing this for years...
- ...but the technique is virtually non-existent in
games. - 1 American Heritage Dictionary
43Leitmotif
- A couple of examples
- The Force Theme from Star Wars
- Jaws cello
- Peter and the Wolf
- (Prokofiev composed this for his son who wanted
to hear the story without having to read it) - Music speaks to us on an almost subliminal level,
evokes an emotional response. - We can use music to convey complex layers of
story and character without dialogue.
44Sub-text
- Game dialogue is often On-the-Nose, lacks
subtext - Music can subconsciously alter a players feeling
about characters, environments and situations - Music can convey distrust, paranoia, fear,
anxiety, romance, betrayal, heroism, triumph,
comedy, sarcasm
- With collaboration between Writers, Designers and
Composers, we can say more with less, reduce
exposition and hackneyed dialogue, and add depth - Added Bonus Music
- doesnt need localization
45Game-play ideas
46History of The HUD
47History of The HUD
48History of The Disappearing HUD
49History of The Disappearing HUD
- Modern consoles can deliver Visual, Aural, and
Tactile feedback to convey situational awareness
- ...yet were still very focused on just the
Visual - Sound and Music can be used to reduce HUD
Clutter - Use your games soundscape to convey
- Character State (e.g. Healthy vs. Wounded,
Vulnerable vs. Invulnerable, Detected vs. Hidden) - Proximity to Goals or Hazards
- Weapon/Spell/Ability Selection
- Resource Levels (Health, Mana, Ammo, etc.)
- Of course, theres only so much sound can convey.
- I know what youre thinking. Did he fire six
shots, or only five?
50Dirt
51Automatically generated dialogue
- Full Spectrum Warrior Clive Barkers Jericho
both used a system to procedurally generate
realistic in-game banter between characters. - This system had three goals
- Reduce repetitive dialogue
- Develop character arcs, relationships, and
personalities without relying on exposition or
cut-scenes - Provide useful tactical information to the player
without cluttering up the HUD - Were these goals met?
- Er, sort of (game play video)
52Portal
53Decoy speaker
- Remember the Noise Maker Arrow in Thief?
- In a deathmatch, what if you couldnt always
trust your ears...? - Noise Makers of various types exist in games to
fool AI. (And bots dont even have real ears.) - This concept works on human players, too. (And
they do have real ears.) - Sound-based decoys
- Sound of a firefight
- Death/Jib Sounds
- False Captured Flag Sound
54Find your way with sound
- Keep the waterfall sound in front of you
to avoid falling off the bridge when visibility
is reduced
55Learning a language
56Leave out music or SFX
57Whats stopping us?
58What's stopping us?
- The game industry is filled
- with smart, creative minds
- no problem there
59What's stopping us?
- But game designers and audio folk dont usually
play in the same - backyard
60What's stopping us?
- Games are usually designed first
Then audio is added later
61What's stopping us?
- This is how our processes are set up
- and processes arent easy to
- change
62What's stopping us?
- because no-one in particular is responsible
63What's stopping us?
- Here is a loop worth breaking out of!
64What's stopping us?
- But it will take some people doing things
differently
65The Up Side
- Requires no new, complex technology
- No extra time
- No more money
- Just the same resources, organized differently,
to create something original