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Adaptive Soundtracks in Games

Many video games these days boast having a dynamic soundtrack, but that usually just means the score kicks into a high tempo beat when you start shooting. Mark Brown shares some more inventive uses of adaptive audio. This episode is best watched while wearing headphones.

Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit

Games shown in this episode (in order of appearance):

Deus Ex: Human Revolution (Eidos Montreal, 2011)
Far Cry 3 (Ubisoft Montreal, 2012)
Red Dead Redemption (Rockstar San Diego, 2010)
Uncharted: Drake's Fortune (Naughty Dog, 2007)
Dead Space (Visceral Games, 2008)
Splinter Cell: Chaos Theory (Ubisoft Montreal. 2005)
Portal 2 (Valve Corporation, 2011)
Mario Kart 8 (Nintendo, 2014)
WipEout HD (Sony Liverpool, 2008)
Luftrausers (Vlambeer, 2014)
New Super Mario Bros. U (Nintendo, 2012)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
The Legend of Zelda: Spirit Tracks (Nintendo, 2009)
Super Mario Galaxy 2 (Nintendo, 2010)
Super Mario Galaxy (Nintendo, 2007)
Super Mario World (Nintendo, 1990)
Super Mario 64 (Nintendo, 1996)
Luigi's Mansion (Nintendo, 2001)
Monkey Island 2: LeChuck's Revenge (LucasArts, 1991)
Banjo Kazooie (Rare, 1998)
Auditorium (Cipher Prime, 2008)
LA Noire (Team Bondi, 2011)

Music used in this episode (Non diegetic)

Icarus - Main Theme (Deus Ex: Human Revolution)
Rook Island (Far Cry 3)
Good Egg Galaxy (Super Mario Galaxy)

Clip credits

"Super Mario 64 - The Not So Endless Stairs REDUX" - joeyoshi
https://www.youtube.com/watch?v=DT_UhmcOS04

Contribute translated subtitles - https://amara.org/en-gb/videos/2edppVcBkNZr/info/adaptive-soundtracks-designing-video-game-music/

Видео Adaptive Soundtracks in Games канала Game Maker's Toolkit
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6 ноября 2014 г. 22:09:33
00:09:25
Яндекс.Метрика