Music in Open-World RPGs: From Dramaturgy to Technology

Music in Open-World RPGs: From Dramaturgy to Technology

Stage 3
Live
-All-Audio DesignGame DesignProduction & Team ManagementTech & Tools

Information

No matter how well a music is composed and produced, if it does not reflect the world, story, gameplay, and technology of the game, it will realize only a fraction of its potential. This requires a careful design and implementation but also a tight connection with the rest of the development team: Game design, asset development, programming. It is a two-way street: The more the music knows about the game, the better it can be and vice-versa. I will discuss an approach to music in large open-world games that addresses both dramaturgy as well as the low-level technical constraints, imposed by the game engine and audio middleware.
Takeaway
* Chosing the contexts of the game, relevant for music (story elements, gameplay activities, player's stats, ...) * Music transition design (how to switch between pieces of music) * Representation of music in your code (your middleware won't do eve
Session Type
Talk (40 Min)