Reality is a Game

Game thinking from Adam Clare

Tag: audio(Page 1 of 2)

Round-up of Good GDC Vault Presentations

Sadly, I’m not going to GDC this year so to make up for it, I scoured the vault to find presentations I previously enjoyed as well as new ones (to me). I thought I’d share some of my favourite talks for other people who, like me, are missing out on this year’s fun.

The GDC Vault has a nearly every presentation and panel from previous GDC events. There is a ton of content within it which is really good and you should go through it to find stuff directly related to you. Below, are links to some choice GDC presentations from 2011 & 2012.

All the links are to free content in the vault (some  presentations that have only slides below may have video for paid accounts).


From GDC 2011:


From GDC 2012

Good Train Audio is Hard to Get

Trains are awesome, and train games can be a ton of fun (at least for “railfans“). As you can see from the video above, the sound a train makes is just as important as the train itself.

The audio specialists at Boom Library were asked for good train audio, something they didn’t have, so they did something I’ve always wanted to do: rent a train!

They have a great behind the scenes post on how they setup their equipment to get proper audio recordings.

After that we recorded drive bys. We did some normal microphone settings but also attached one omni mic to the rails for extreme close ups of wheels rolling by. We again tried a contact mic with no luck, it just sounded so much worse compared to the omni duct-taped onto the rail and had no useful special character to it either. We used another stereo set to follow the train extremely close for some nice clacks.

And if all that wasn’t enough:

After this day was done we were able to get a small steam train in England to take us on a trip in the locomotive and a large steam train in South Africa as well as modern electrical trains in Austria.

Maybe the train audio isn’t so hard to get as fun to get.

Thanks to Troy!

Jim Guthrie on Video Games and Music

Jim Guthrie has gone from being a Canadian musical indie champion to a video game musical indie champion. He’s the great mind behind the musical score of Sword & Sworcery and not too long ago he sat down to be interviewed by The Verge.

Guthrie provides some keen insights into making music for video games and making games themselves.

What have you learned about adaptive scoring since you began work on Sword & Sworcery? Has it influenced your methods or style?

The biggest thing I learned was if you can think it, you can probably build it and make it work in a game. If your ideas are overly complicated then the code will tell you by crashing the game every time you change or add something. I had no idea how much work went into a game. Also, less is generally more and the simplest way is always the best, but that’s not always apparent especially when it’s your first game. In most cases the music is the last thing on peoples’ list, but if you have the luxury of creating a game around the music and the music around the game then you’ll probably achieve something pretty special in any game genre.

Have you ever thought about making a game yourself?

More recently I’ve thought about making my own game but the biggest obstacle is finding someone to help you code it. Not to mention the 5 million other things you need to do to properly design and market something that isn’t a total piece of crap. I’m too busy to put the time in and pursue someone to help but eventually I’d love to make my own game. Most of my game ideas start with the music so it’d be interesting to see what I come up with!?

Read the full interview at The Verge.

The Power of Binaural Audio

Good audio can make a huge difference in immersion, sometimes all you need is audio. To understand how influential audio can be check out this audio drama.

Via Reddit and according to the comments the accents will be annoying if you’re Swedish.

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