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Title: Music


1
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2
Music 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

3
Introductions
4
Simon AmarasinghamStored in a vat of oxygenated
treacle until the year 2000.
   
5
Simon AmarasinghamAfter which he and brother
Kemal founded dSonic
6
Simon AmarasinghamAnd with some help from a
shaman living amongst wild Alaskan bears
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Simon AmarasinghamdSonic has grown and thrived
         
8
Brian GomezDiscovered amongst ancient tribal
artifacts in the Amazonian Jungle
9
Brian GomezAt an early age showed a talent for
devising bizarre traps using dung beetles
10
Brian GomezA skill which was only appreciated
once Brian gave up massage therapy
11
Brian Gomezand became a Game Designer
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Whats 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

13
Disclaimer
  • Gameplay ideas will be suggested
  • Many specific ideas are not unique
  • But using audio for game design is not ubiquitous

14
A Complete Treatise on the Merits of
Interdisciplinary Cooperation
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mmmm...cake
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Actually much tastier when the different
ingredients are combined thoughtfully
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End of A Complete Treatise on the Merits of
Interdisciplinary Cooperation
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Why use sound in game design?
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Sound is everywhere
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Humans can only get visual information by looking
directly at something
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And most of us can only look in one direction at
a time
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Worse still, if our view of an object is blocked,
we can't see it
23
Sound 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

24
One point of inferiority - accuracy
  • Hearing is not as good as sight for accurately
    pinpointing objects

25
Use in gameplay
26
A quick word on prototyping
  • Even simple prototypes can teach you a lot
  • Helps communicate concept
  • Programming not necessarily required

Worthwhile because
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Its all in the execution
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Walking and Chewing Gum
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Music 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

30
Music can do more than one thing at a
time...Smart ass
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Music 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

32
Example Ye Olde Unreal Tournamentanno
domine 2004
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  • Keep It Simple, Stupid
  • (when designing audio playback schemes)

34
Designing 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

35
Complexity
  • Is tempting
  • It is easy for systems to become complex with
    each added idea (feature creep)

36
Complexity
  • Things that seem like a good idea on paper dont
    always pan out

37
Complexitye.g. automatically composed music
  • Perhaps achieved by encoding the rules of
    harmony randomly generating a melody voila
    music!
  • Sounds good in theory
  • Many attempts

38
Complexitye.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
39
Complexity
  • 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

40
Simple 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

41
Whats the story?
42
Leitmotif
  • 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

43
Leitmotif
  • 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.

44
Sub-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

45
Game-play ideas
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History of The HUD
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History of The HUD
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History of The Disappearing HUD
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History 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?

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Dirt
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Automatically 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)

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Portal
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Decoy 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

54
Find your way with sound
  • Keep the waterfall sound in front of you

to avoid falling off the bridge when visibility
is reduced
55
Learning a language
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Leave out music or SFX
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Whats stopping us?
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What's stopping us?
  • The game industry is filled
  • with smart, creative minds
  • no problem there

59
What's stopping us?
  • But game designers and audio folk dont usually
    play in the same
  • backyard

60
What's stopping us?
  • Games are usually designed first

Then audio is added later
61
What's stopping us?
  • This is how our processes are set up
  • and processes arent easy to
  • change

62
What's stopping us?
  • because no-one in particular is responsible

63
What's stopping us?
  • Here is a loop worth breaking out of!

64
What's stopping us?
  • But it will take some people doing things
    differently

65
The Up Side
  • Requires no new, complex technology
  • No extra time
  • No more money
  • Just the same resources, organized differently,
    to create something original
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