adaptive music in kingdom come: deliverance
TRANSCRIPT
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Adam J SporkaWarhorse Studios
Czech Technical University in PragueGDS 2015 Prague
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@adam_sporkaJAN VALTAADAM SPORKA
Photo Credits: Pavel Dobrovský
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@adam_sporka
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@adam_sporka
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Purpose of Music• Tradition
– Present in most of the released titles– Why not in yours?
• Declaration / Affirmation of genre– “Yes, this is an 8bit retro.”– “1870s, North America”
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Purpose of Music• Presentation of emotion
– Valence of emotion (happy, joyful, depressing…)– Actor-based vs. world-based
• Suppression of ratio– People are less analytic
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Purpose of Music• Setting the expectations
– Difficulty– Game pace
• “Sonification” of the game status– Changes of music over time indicate
changes in game
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Game Music Characteristics• Theme music is feature
– Recognizable theme– Elaborate– Genre announcer– Everyone will hear this
• Underscore is background– Mood setter– Does not distract– Can be listened to throughout the gameplay
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Game Music Characteristics• Silence
– Dosage of music• Used to emphasize music
– Keep the ambient sounds present– Complete silence “something wrong”
• “Are-my-speakers-on Problem”
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Music Design• Genre• Purpose of music
– Responsive vs anticipatory• Music space
– Contexts of game• Exploration, stealth, combat, minigames …
– Variables characterizing the state of game• Health status, imminent loss, expected victory, …
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Static vs Interactive Soundtrack• Static soundtrack
– Predefined– Not changing– Loops– Assigned to specific screens / levels
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Static Soundtrack• Early and simpler games• Level-based games
• Pengon (1984, Atari 800XL)– One music loop– Game over stinger
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Nimble Quest
• 2013; NimbleBit; iOS, Android• Arcade / RPG• Early 2000s pixel art graphics
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Static vs Interactive Soundtrack• Adaptive Music = Dynamic Music
– More complex control of the music playback– Engine “aware” of the state of the game
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KC:D Music Design• Film-like score
• Live orchestral recordings• Production from samples
– Realistic orchestration!
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KC:D Music Design• 1400s• “dungeons, no dragons”• open world, sandbox RPG
• Typical for open-world RPGs:– Multiple contexts
• Landscape exploration• Combats, battles• Dialogs
– Unknown order of those contexts
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KC:D Music Design• Villages / Towns
– Period music• Nature
– “Timeless”
• Consistent vocabulary of themes• Consistent instrumentation
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KC:D Music Design• Exploration
– Location-based– Weather– Recent crime
– Ambient, slow-paced– Landscape– Environment
• Action– Stealth– Combat– Chase
– Fast-paced– Player vs enemy– Player’s health
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KC:D Music Design• Alternating between silence and music
– Combat always has music– Villages alternate between music and silence– Forests will be mostly without music
• Sparse usage of themes• Usage counters• Timeouts and Priorities
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KC:D Music Design• Is “combat” always more important than “exploration”?
• Should music always follow the player’s activity?• Rigid responses – consistency• Loose responses – interestingness
• When does a piece of music become unsuitable?• “Karma” of a place• Weather
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KC:D Music Design• Traditional adaptive music techniques:
– Resequencing– Reorchestration– Modulation– Generative art
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Transition Handling• Genre: Symphonic music
– Continuous harmonic progressions / voicing– Crossfade not an option– One track at the time– (Unlike techno / electronica)
Resequencing
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Standard Resequencing Example
(too complex and impractical)
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Transition Handling• “Seamless transitions”
– Exploration music– No hurry– 15 seconds
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“Railroad Switches meet Teleports”
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Seamless Music Transitionsin KC:D
Design by Adam Sporka and Jan Valta
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Seamless Music Transitionsin 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.
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Transition Handling• “Transition via cinels”
– Exploration Action– ASAP!– 1 second
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Design by Adam Sporka and Jan Valta
Transitions via “cinels”
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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
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“Oomph”
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Tricks
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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
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