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The Elements, Language, and Integration of Music Storytelling in Games

Talkat Games Gathering 2020 · 2020-12-03..12-06· [creative-coding]
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slides:none on file

Overview of concrete methods and demoed build: a multiplayer top‑down titled Sun Warriors uses vertical remixing with additive layering and three intensity layers (explore→danger→combat), implemented in Wwise (FMOD noted as alternative). Expect platform limits: tempo and harmony stay static, CPU and memory rise, and typical project targets range from ~15 minutes for casual to 15 hours+ for MMOs. Practical prescriptions include randomizing loops, multiple transitions, and 500–1500 ms fades (longer fade‑outs ~35 s) plus RTPC intensity mapping.

AI-written summary · about

  1. 0:00Start
  2. 2:20Role of Music
  3. 6:34Variable Length of Experience
  4. 7:34Repetition Problem
  5. 8:21Why Does Repetition Kill Suspense
  6. 11:28Create a Game Design Document
  7. 12:54The Game Development Process
  8. 13:33Audio Style Guides
  9. 13:52Instrumentation
  10. 14:22Audio Design Documents
  11. 16:18Audio Direction
  12. 22:03The Rule of Three Music
  13. 26:10Vertical Remixing
  14. 28:27Additive and Independent Layering
  15. 36:25Set Up Game Parameters
  16. 41:09Horizontal Resequencing
  17. 41:22Crossfading
  18. 46:52Transitional Score Implementation
  19. 48:13Custom Queues
  20. 48:28Transitions
  21. 49:20Random Custom Queue
  22. 54:18Do You Fragment Music into Practice within Two Three Seconds To Make Audio More Optimized
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