|

Audio
Content for Diablo and Diablo 2: Tools, Teams and
Products by Matt Uelmen [05.15.01]
Diablo and its sequel have established themselves as two
of the most commercially successful and influential PC games of
the past decade. This article discusses some of the nuts and bolts
of one particular aspect of the development of this series: music
and sound effects.
Adaptive
Music
by Andrew Clark [05.15.01]
Despite
the title "Adaptive Music," this feature doesn't talk about music
at all -- except by analogy. Because language is much easier than
music to demonstrate and discuss in the written medium, Andrew Clark
delves into adaptive art by exploring the world of interactive poetry.
Writing adaptive poetry sounds impossible, doesn't it? It's essentially
the same challenge that an adaptive music composer faces
The
Sound of Money (Down the Potty): Common Audio Mistakes in Kids'
Games by
The Fat Man, George Alistair Sanger [05.15.01] Do you make games
for young kids? Would you like to know how you can stop flushing
a whole load of cash right down the crapper? The
most important point that gets missed is this: the person who buys
the game (the parent) only experiences the game through the audio.
Assuming that the game installs easily and that the kid can play
the game mostly by him- or herself, and that the kid pretty much
likes the game, all of the customer satisfaction, everything the
buyer experiences, all of the motivation to buy the next product
-- comes from the audio. The parents do not see or play the game.
They hear it.
Interactive
Music Sequencer Design by Scott Patterson [05.15.01]
Interactive
music sequencer design for games is a real mouthful -- or rather
an earful -- and a pretty large topic to boot. Scott Patterson addresses
some of the design issues in making a computer music language, and
the issues related to providing interactive music functions for
game control.
An
Interview with Darryl Duncan by Aaron Marks [05.15.01] It's
very refreshing to find someone who takes advantage of their own
creative forces, ignoring the 'rules' and going with their gut instinct
to produce their craft within an industry which often places too
much value on credentials. While Darryl has the qualifications,
he doesn't fall to them to deliver the goods. In just two short
years, Darryl's company has amassed quite a resume' of titles including
Madden 98, 99 and 2000, Ultima Online Third Dawn, and Knockout Kings
2002.
Interactive
Music...er, Audio by Rob Ross [05.15.01]
Why is it that these two little words "interactive audio" seem to
be near the top of so many developers bad_word.lst
file? This article endeavors to appease the Knights who say "interactive
audio" with a Shrubbery so that developers everywhere may pass through
the tangled aural forest and into the glen of sonic bliss!
[an error occurred while processing this directive]
Are
you listed? Listings are free -- put your name on this page!
[Add My Company] | [Add
My Product]
Game
Audio Gallery: Tommy
Tallarico
Tommy
Tallarico is the most successful and accomplished video game composer
in history. He has helped revolutionize the video game industry
and has shown time and again his ability to create unique soundtracks
that truly enhance the overall gaming experience. His music has
been heard by hundreds of millions of people all over the world
on mediums such as video games, television, motion pictures, radio,
soundtracks and even on floats in the New Year's Day Rose Bowl parade
in Pasadena.
Think
you've got what it takes for the Game Audio Gallery? [Contact
the editors.]
|