ºÝºÝߣ

ºÝºÝߣShare a Scribd company logo
Adam J Sporka
Warhorse Studios
Czech Technical University in Prague
GDS 2015 Prague
@adam_sporka
JAN VALTAADAM SPORKA
Photo Credits: Pavel Dobrovsk?
@adam_sporka
@adam_sporka
Purpose of Music
? Tradition
¨C Present in most of the released titles
¨C Why not in yours?
? Declaration / Affirmation of genre
¨C ¡°Yes, this is an 8bit retro.¡±
¨C ¡°1870s, North America¡±
@adam_sporka
Purpose of Music
? Presentation of emotion
¨C Valence of emotion (happy, joyful, depressing¡­)
¨C Actor-based vs. world-based
? Suppression of ratio
¨C People are less analytic
@adam_sporka
Purpose of Music
? Setting the expectations
¨C Difficulty
¨C Game pace
? ¡°Sonification¡± of the game status
¨C Changes of music over time indicate
changes in game
@adam_sporka
Game Music Characteristics
? Theme music is feature
¨C Recognizable theme
¨C Elaborate
¨C Genre announcer
¨C Everyone will hear this
? Underscore is background
¨C Mood setter
¨C Does not distract
¨C Can be listened to throughout the gameplay
@adam_sporka
Game Music Characteristics
? Silence
¨C Dosage of music
? Used to emphasize music
¨C Keep the ambient sounds present
¨C Complete silence ? ¡°something wrong¡±
? ¡°Are-my-speakers-on Problem¡±
@adam_sporka
Music Design
? Genre
? Purpose of music
¨C Responsive vs anticipatory
? Music space
¨C Contexts of game
? Exploration, stealth, combat, minigames ¡­
¨C Variables characterizing the state of game
? Health status, imminent loss, expected victory, ¡­
@adam_sporka
@adam_sporka
Static vs Interactive Soundtrack
? Static soundtrack
¨C Predefined
¨C Not changing
¨C Loops
¨C Assigned to specific screens / levels
@adam_sporka
Static Soundtrack
? Early and simpler games
? Level-based games
? Pengon (1984, Atari 800XL)
¨C One music loop
¨C Game over stinger
@adam_sporka
@adam_sporka
Nimble Quest
? 2013; NimbleBit; iOS, Android
? Arcade / RPG
? Early 2000s pixel art graphics
@adam_sporka
Static vs Interactive Soundtrack
? Adaptive Music = Dynamic Music
¨C More complex control of the music playback
¨C Engine ¡°aware¡± of the state of the game
@adam_sporka
@adam_sporka
@adam_sporka
@adam_sporka
@adam_sporka
KC:D Music Design
? Film-like score
? Live orchestral recordings
? Production from samples
¨C Realistic orchestration!
@adam_sporka
KC:D Music Design
? 1400s
? ¡°dungeons, no dragons¡±
? open world, sandbox RPG
? Typical for open-world RPGs:
¨C Multiple contexts
? Landscape exploration
? Combats, battles
? Dialogs
¨C Unknown order of those contexts
@adam_sporka
Adaptive Music in Kingdom Come: Deliverance
Adaptive Music in Kingdom Come: Deliverance
Adaptive Music in Kingdom Come: Deliverance
KC:D Music Design
? Villages / Towns
¨C Period music
? Nature
¨C ¡°Timeless¡±
? Consistent vocabulary of themes
? Consistent instrumentation
@adam_sporka
KC:D Music Design
? Exploration
¨C Location-based
¨C Weather
¨C Recent crime
¨C Ambient, slow-paced
¨C Landscape
¨C Environment
? Action
¨C Stealth
¨C Combat
¨C Chase
¨C Fast-paced
¨C Player vs enemy
¨C Player¡¯s health
KC:D Music Design
? Alternating between silence and music
¨C Combat always has music
¨C Villages alternate between music and silence
¨C Forests will be mostly without music
? Sparse usage of themes
? Usage counters
? Timeouts and Priorities
@adam_sporka
KC:D Music Design
? Is ¡°combat¡± always more important than ¡°exploration¡±?
? Should music always follow the player¡¯s activity?
? Rigid responses ¨C consistency
? Loose responses ¨C interestingness
? When does a piece of music become unsuitable?
? ¡°Karma¡± of a place
? Weather
@adam_sporka
KC:D Music Design
? Traditional adaptive music techniques:
¨C Resequencing
¨C Reorchestration
¨C Modulation
¨C Generative art
@adam_sporka
Transition Handling
? Genre: Symphonic music
¨C Continuous harmonic progressions / voicing
¨C Crossfade not an option
¨C One track at the time
¨C (Unlike techno / electronica)
? Resequencing
@adam_sporka
@adam_sporka
Standard Resequencing Example
(too complex and impractical)
Transition Handling
? ¡°Seamless transitions¡±
¨C Exploration music
¨C No hurry
¨C 15 seconds
@adam_sporka
¡°Railroad Switches meet °Õ±ð±ô±ð±è´Ç°ù³Ù²õ¡±
Seamless Music Transitions
in KC:D
Design by Adam Sporka and Jan Valta
Seamless Music Transitions
in KC:D
? Each scene (track) has its own start and end
? Each scene has a number of branches leading to one of the three
music configurations = Alephs
? aleph is the state of music: Tonality, instrumentation, voicing
tendency, etc.
? Three global alephs throught the soundtrack
? If change is requested, the playback reaches an aleph via the nearest
branch. A compatible intro of the destination scene starts, sync¡¯d
with the end of the branch.
@adam_sporka
Transition Handling
? ¡°Transition via cinels¡±
¨C Exploration ? Action
¨C ASAP!
¨C 1 second
@adam_sporka
Design by Adam Sporka and Jan Valta
Transitions via ¡°cinels¡±
@adam_sporka
Tricks
? Destination (¡°Pattern B¡±) synchronized with the bar lines of the
Origin (¡°Pattern A¡±)
? We let the Origin finish (decay) even after the playback of the
Destination started
@adam_sporka
@adam_sporka
¡°Oomph¡±
Tricks
@adam_sporka
Further Tricks
? Traditional scoring
? Creative freedom
? Musicians involved early in the game development
? Close link between the devs and musicians (= we are
devs ourselves)
? Own adaptive music middleware
@adam_sporka

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Adaptive Music in Kingdom Come: Deliverance

  • 1. Adam J Sporka Warhorse Studios Czech Technical University in Prague GDS 2015 Prague
  • 2. @adam_sporka JAN VALTAADAM SPORKA Photo Credits: Pavel Dobrovsk?
  • 5. Purpose of Music ? Tradition ¨C Present in most of the released titles ¨C Why not in yours? ? Declaration / Affirmation of genre ¨C ¡°Yes, this is an 8bit retro.¡± ¨C ¡°1870s, North America¡± @adam_sporka
  • 6. Purpose of Music ? Presentation of emotion ¨C Valence of emotion (happy, joyful, depressing¡­) ¨C Actor-based vs. world-based ? Suppression of ratio ¨C People are less analytic @adam_sporka
  • 7. Purpose of Music ? Setting the expectations ¨C Difficulty ¨C Game pace ? ¡°Sonification¡± of the game status ¨C Changes of music over time indicate changes in game @adam_sporka
  • 8. Game Music Characteristics ? Theme music is feature ¨C Recognizable theme ¨C Elaborate ¨C Genre announcer ¨C Everyone will hear this ? Underscore is background ¨C Mood setter ¨C Does not distract ¨C Can be listened to throughout the gameplay @adam_sporka
  • 9. Game Music Characteristics ? Silence ¨C Dosage of music ? Used to emphasize music ¨C Keep the ambient sounds present ¨C Complete silence ? ¡°something wrong¡± ? ¡°Are-my-speakers-on Problem¡± @adam_sporka
  • 10. Music Design ? Genre ? Purpose of music ¨C Responsive vs anticipatory ? Music space ¨C Contexts of game ? Exploration, stealth, combat, minigames ¡­ ¨C Variables characterizing the state of game ? Health status, imminent loss, expected victory, ¡­ @adam_sporka
  • 12. Static vs Interactive Soundtrack ? Static soundtrack ¨C Predefined ¨C Not changing ¨C Loops ¨C Assigned to specific screens / levels @adam_sporka
  • 13. Static Soundtrack ? Early and simpler games ? Level-based games ? Pengon (1984, Atari 800XL) ¨C One music loop ¨C Game over stinger @adam_sporka
  • 15. Nimble Quest ? 2013; NimbleBit; iOS, Android ? Arcade / RPG ? Early 2000s pixel art graphics @adam_sporka
  • 16. Static vs Interactive Soundtrack ? Adaptive Music = Dynamic Music ¨C More complex control of the music playback ¨C Engine ¡°aware¡± of the state of the game @adam_sporka
  • 21. KC:D Music Design ? Film-like score ? Live orchestral recordings ? Production from samples ¨C Realistic orchestration! @adam_sporka
  • 22. KC:D Music Design ? 1400s ? ¡°dungeons, no dragons¡± ? open world, sandbox RPG ? Typical for open-world RPGs: ¨C Multiple contexts ? Landscape exploration ? Combats, battles ? Dialogs ¨C Unknown order of those contexts @adam_sporka
  • 26. KC:D Music Design ? Villages / Towns ¨C Period music ? Nature ¨C ¡°Timeless¡± ? Consistent vocabulary of themes ? Consistent instrumentation @adam_sporka
  • 27. KC:D Music Design ? Exploration ¨C Location-based ¨C Weather ¨C Recent crime ¨C Ambient, slow-paced ¨C Landscape ¨C Environment ? Action ¨C Stealth ¨C Combat ¨C Chase ¨C Fast-paced ¨C Player vs enemy ¨C Player¡¯s health
  • 28. KC:D Music Design ? Alternating between silence and music ¨C Combat always has music ¨C Villages alternate between music and silence ¨C Forests will be mostly without music ? Sparse usage of themes ? Usage counters ? Timeouts and Priorities @adam_sporka
  • 29. KC:D Music Design ? Is ¡°combat¡± always more important than ¡°exploration¡±? ? Should music always follow the player¡¯s activity? ? Rigid responses ¨C consistency ? Loose responses ¨C interestingness ? When does a piece of music become unsuitable? ? ¡°Karma¡± of a place ? Weather @adam_sporka
  • 30. KC:D Music Design ? Traditional adaptive music techniques: ¨C Resequencing ¨C Reorchestration ¨C Modulation ¨C Generative art @adam_sporka
  • 31. Transition Handling ? Genre: Symphonic music ¨C Continuous harmonic progressions / voicing ¨C Crossfade not an option ¨C One track at the time ¨C (Unlike techno / electronica) ? Resequencing @adam_sporka
  • 33. Transition Handling ? ¡°Seamless transitions¡± ¨C Exploration music ¨C No hurry ¨C 15 seconds @adam_sporka
  • 34. ¡°Railroad Switches meet °Õ±ð±ô±ð±è´Ç°ù³Ù²õ¡±
  • 35. Seamless Music Transitions in KC:D Design by Adam Sporka and Jan Valta
  • 36. Seamless Music Transitions in KC:D ? Each scene (track) has its own start and end ? Each scene has a number of branches leading to one of the three music configurations = Alephs ? aleph is the state of music: Tonality, instrumentation, voicing tendency, etc. ? Three global alephs throught the soundtrack ? If change is requested, the playback reaches an aleph via the nearest branch. A compatible intro of the destination scene starts, sync¡¯d with the end of the branch. @adam_sporka
  • 37. Transition Handling ? ¡°Transition via cinels¡± ¨C Exploration ? Action ¨C ASAP! ¨C 1 second @adam_sporka
  • 38. Design by Adam Sporka and Jan Valta Transitions via ¡°cinels¡±
  • 40. Tricks ? Destination (¡°Pattern B¡±) synchronized with the bar lines of the Origin (¡°Pattern A¡±) ? We let the Origin finish (decay) even after the playback of the Destination started @adam_sporka
  • 43. Further Tricks ? Traditional scoring ? Creative freedom ? Musicians involved early in the game development ? Close link between the devs and musicians (= we are devs ourselves) ? Own adaptive music middleware @adam_sporka