music as (an aspect of) game design - rich vreeland: ngdc 2012
DESCRIPTION
Music as (an aspect of) Game Design - Rich Vreeland: NGDC 2012TRANSCRIPT
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”
QuickTime™ and a decompressor
are needed to see this picture.
Musical Gameplay.
FEZ Music System
• Does Everything.
Sound Taking the Lead
• “Swell”
...
• Don’t underestimate the internet.
QuickTime™ and a decompressor
are needed to see this picture.
Music as Puzzle
• They haven’t solved the puzzle yet, though!
FAIL.
FIN.
• Disasterpeace.com
@disasterpeace
• Questions? Comments?