music as (an aspect of) game design - rich vreeland: ngdc 2012

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Music as (an aspect of) Game Design - Rich Vreeland: NGDC 2012

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Music as (an aspect of)

Game Design

Rich Vreeland (aka Disasterpeace) Freelance Composer/Sound Designer

“FEZ” (Xbox Live Arcade, 2012)

QuickTime™ and a decompressor

are needed to see this picture.

Design Problem

• How to create a strong musical narrative?

• Ideas:

• • Tell the main story in linear sections of the game.

• • Tell side stories everywhere else.

• • Create common threads.

Main Story: The Beginning

• Your Village.

Main Story: The Beginning

• Leaving your

Village.

Common Thread!

Motif

Main Story: The Beginning

• The Main Hub.

Side Story

• Ancient Ruins

Common Thread!

Foreshadowing

Main Story: The End

• Ancient Village

Main Story: Title Music

Main Story: The End

• Alien Planet

Main Motif = Important

Side Stories

Side Stories

• “Nature”

During the Day. During the Night.

Side Stories

• “Puzzle”

Music with a Ruleset.

“Aeolian” Mode “Dorian” Mode “Locrian” Mode Full Simulation

Side Stories

• “Fear”

QuickTime™ and a decompressor

are needed to see this picture.

Side Stories

• “Glitch”

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Musical Gameplay.

FEZ Music System

• Does Everything.

Sound Taking the Lead

• “Swell”

...

• Don’t underestimate the internet.

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are needed to see this picture.

Music as Puzzle

• They haven’t solved the puzzle yet, though!

FAIL.

FIN.

• rich.vreeland@gmail.com

• Disasterpeace.com

@disasterpeace

• Questions? Comments?

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