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Music & Sound as Game
Design Tools
Please note that images and video clips have been
removed from this version of the presentation
by
&
Simon Amarasingham
Brian Gomez
Introductions
Simon Amarasingham
Stored in a vat of oxygenated treacle until the
year 2000.
Simon Amarasingham
After which he and brother Kemal founded
dSonic
Simon Amarasingham
And with some help from a shaman living
amongst wild Alaskan bears
Simon Amarasingham
dSonic has grown and thrived
Brian Gomez
Discovered amongst ancient tribal artifacts in the
Amazonian Jungle
Brian Gomez
At an early age showed a talent for devising
bizarre traps using dung beetles
Brian Gomez
A skill which was only appreciated once Brian
gave up massage therapy
Brian Gomez
…and became a Game Designer
What’s this all about?
Audio is not generally considered part of
the game designer’s tool box
 Audio is added after the designing has
been done
 So there is untapped potential for
gameplay ideas…

Disclaimer
Gameplay ideas will be suggested
 Many specific ideas are not unique
 But using audio for game design is not
ubiquitous

A Complete Treatise
on the
Merits of
Interdisciplinary
Cooperation
mmmm...cake
Actually much tastier when the different
ingredients are combined thoughtfully
End
of A
Complete Treatise
on the
Merits of
Interdisciplinary
Cooperation
Why use sound
in game design?
Sound is everywhere
Humans can only get visual information by
looking directly at something
And most of us can only look in one
direction at a time
Worse still, if our view of an object is
blocked, we can't see it
Sound has none of these problems!

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Sound can be heard from any direction
Or even many directions at one time
Sound can be heard behind other objects
You can’t do this with
your eyeballs
One point of inferiority - accuracy
Hearing is not as good
as sight for accurately
pinpointing objects
Use in gameplay
A quick word on prototyping

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Even simple prototypes can teach you a lot
Helps communicate concept
Programming not necessarily required
Worthwhile because…
It’s all in the execution
Walking and Chewing Gum
Music can do more than one thing at a time

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Most music involves
different instruments playing
together
Different melodies can play
at the same time
Bach wrote pieces with up
to 6 "voices" playing
simultaneously
Music can do more than one thing at a time
...Smart ass
Music can do more than one thing at a time

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Luckily, you don’t need to be Bach
Adding/removing instruments from an
arrangement could convey information

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Health dangerously low
Enemies present
Ammo running out
Powered up enough to use special moves
etc
Example:
Ye Olde
Unreal Tournament
anno domine
2004
Keep It Simple, Stupid
(when designing audio playback schemes)
Designing playback schemes
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The first thing on the list is to design a scheme
for audio playback in your game
Recommend prototyping!
Aim for effectiveness
Try to reduce complexity
Complexity


Is tempting
It is easy for systems to
become complex with each
added idea (“feature creep”)
Complexity

Things that seem like a good idea on paper
don’t always pan out
Complexity
e.g. automatically composed music

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Perhaps achieved by
encoding the rules of
harmony; randomly
generating a melody; voila:
music!
Sounds good in theory
Many attempts…
Complexity
e.g. automatically composed music

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…but so far no big successes
possibly because automatic schemes tend to
generate similar results every time
e.g. a Spirograph can make an infinite number of
pictures
But never this:
Complexity

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Complexity has limits
The challenge is to
make systems that
are simple enough for
everyone to grasp
Otherwise similar
ideas may be
abandoned on the
next project
Simple stuff can work

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E.g. Thief 2: Randomly played short tensionbuilding stings under NPC conversations
Players read meaning into the random
association of music & dialogue
What’s the story?
Leitmotif
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Leitmotif: (n.) 1. a melodic passage or phrase,
especially in Wagnerian opera, associated with
a specific character, situation, or element. 2. A
dominant and recurring theme, as in a novel.1
Composers use Leitmotifs to convey story
without the use of words, as well as to add
layers of meaning to the visual story.
Film has been doing this for years...
...but the technique is virtually non-existent in
games.
1 American Heritage Dictionary
Leitmotif

A couple of examples:
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“The Force Theme” from Star Wars
“Jaws” cello
“Peter and the Wolf”
(Prokofiev composed this for his son who wanted to hear
the story without having to read it)
Music speaks to us on an almost subliminal
level, evokes an emotional response.
We can use music to convey complex layers of
story and character without dialogue.
Sub-text

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Game dialogue is often “On-the-Nose”, lacks
subtext
Music can subconsciously alter a player’s
feeling about characters, environments and
situations

Music can convey distrust, paranoia, fear, anxiety,
romance, betrayal, heroism, triumph, comedy, sarcasm…
With collaboration between Writers, Designers
and Composers, we can say more with less,
reduce exposition and hackneyed dialogue, and
add depth
 Added Bonus: Music
doesn’t need localization …

Game-play ideas
History of The HUD
History of The HUD
History of The Disappearing HUD
History of The Disappearing HUD
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Modern consoles can deliver Visual, Aural, and
Tactile feedback to convey situational awareness…
...yet we’re still very focused on just the Visual
Sound and Music can be used to reduce “HUD
Clutter”
Use your game’s soundscape to convey:
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Character State (e.g. Healthy vs. Wounded, Vulnerable vs.
Invulnerable, Detected vs. Hidden)
Proximity to Goals or Hazards
Weapon/Spell/Ability Selection
Resource Levels (Health, Mana, Ammo, etc.)
Of course, there’s only so much sound can convey.

“I know what you’re thinking. Did he fire six shots, or only five?”
Dirt
Automatically generated
dialogue
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Full Spectrum Warrior & Clive Barker’s Jericho both
used a system to procedurally generate realistic ingame “banter” between characters.
This system had three goals:
 Reduce repetitive dialogue
 Develop character arcs, relationships, and personalities without
relying on exposition or cut-scenes
 Provide useful tactical information to the player without cluttering
up the HUD

Were these goals met?

Er, sort of (game play video)
Portal
Decoy speaker

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Remember the “Noise Maker Arrow” in Thief?
In a deathmatch, what if you couldn’t always trust
your ears...?
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Noise Makers of various types exist in games to fool AI. (And
‘bots don’t even have real “ears”.)
This concept works on human players, too. (And they do have
real ears.)
Sound-based decoys
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Sound of a firefight
Death/Jib Sounds
False “Captured Flag” Sound
Find your way with sound
Keepavoid
…to
the waterfall
falling off
sound
the bridge
in front
when
of you…
visibility is reduced
Learning a language
Leave out music or SFX
What’s stopping us?
What's stopping us?
The game industry is filled
with smart, creative minds
– no problem there
What's stopping us?
But game designers and audio folk don’t usually
play in the same
backyard
What's stopping us?
Games are usually designed
first
Then audio is added later
What's stopping us?
This is how our processes are set up
…and processes aren’t easy to
change…
What's stopping us?
…because no-one in particular is responsible
What's stopping us?
Here is a loop worth breaking out of!
What's stopping us?
But it will take some people doing things differently
The Up Side
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Requires no new,
complex technology
No extra time
No more money
Just the same
resources, organized
differently, to create
something original