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Adam J Sporka
Warhorse Studios
Czech Technical University in Prague
GDS 2015 Prague
@adam_sporka
JAN VALTAADAM SPORKA
Photo Credits: Pavel Dobrovský
@adam_sporka
@adam_sporka
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”
@adam_sporka
Purpose of Music
• Presentation of emotion
– Valence of emotion (happy, joyful, depressing…)
– Actor-based vs. world-based
• Suppression of ratio
– People are less analytic
@adam_sporka
Purpose of Music
• Setting the expectations
– Difficulty
– Game pace
• “Sonification” of the game status
– Changes of music over time indicate
changes in game
@adam_sporka
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
@adam_sporka
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”
@adam_sporka
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, …
@adam_sporka
@adam_sporka
Static vs Interactive Soundtrack
• Static soundtrack
– Predefined
– Not changing
– Loops
– Assigned to specific screens / levels
@adam_sporka
Static Soundtrack
• Early and simpler games
• Level-based games
• Pengon (1984, Atari 800XL)
– One music loop
– 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
– More complex control of the music playback
– 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
– Realistic orchestration!
@adam_sporka
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
@adam_sporka
KC:D Music Design
• Villages / Towns
– Period music
• Nature
– “Timeless”
• Consistent vocabulary of themes
• Consistent instrumentation
@adam_sporka
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
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
@adam_sporka
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
@adam_sporka
KC:D Music Design
• Traditional adaptive music techniques:
– Resequencing
– Reorchestration
– Modulation
– Generative art
@adam_sporka
Transition Handling
• Genre: Symphonic music
– Continuous harmonic progressions / voicing
– Crossfade not an option
– One track at the time
– (Unlike techno / electronica)
 Resequencing
@adam_sporka
@adam_sporka
Standard Resequencing Example
(too complex and impractical)
Transition Handling
• “Seamless transitions”
– Exploration music
– No hurry
– 15 seconds
@adam_sporka
“Railroad Switches meet Teleports”
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”
– Exploration  Action
– ASAP!
– 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 Dobrovský
  • 5. 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” @adam_sporka
  • 6. Purpose of Music • Presentation of emotion – Valence of emotion (happy, joyful, depressing…) – Actor-based vs. world-based • Suppression of ratio – People are less analytic @adam_sporka
  • 7. Purpose of Music • Setting the expectations – Difficulty – Game pace • “Sonification” of the game status – Changes of music over time indicate changes in game @adam_sporka
  • 8. 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 @adam_sporka
  • 9. 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” @adam_sporka
  • 10. 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, … @adam_sporka
  • 12. Static vs Interactive Soundtrack • Static soundtrack – Predefined – Not changing – Loops – Assigned to specific screens / levels @adam_sporka
  • 13. Static Soundtrack • Early and simpler games • Level-based games • Pengon (1984, Atari 800XL) – One music loop – 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 – More complex control of the music playback – Engine “aware” of the state of the game @adam_sporka
  • 21. KC:D Music Design • Film-like score • Live orchestral recordings • Production from samples – Realistic orchestration! @adam_sporka
  • 22. 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 @adam_sporka
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  • 26. KC:D Music Design • Villages / Towns – Period music • Nature – “Timeless” • Consistent vocabulary of themes • Consistent instrumentation @adam_sporka
  • 27. 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
  • 28. 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 @adam_sporka
  • 29. 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 @adam_sporka
  • 30. KC:D Music Design • Traditional adaptive music techniques: – Resequencing – Reorchestration – Modulation – Generative art @adam_sporka
  • 31. Transition Handling • Genre: Symphonic music – Continuous harmonic progressions / voicing – Crossfade not an option – One track at the time – (Unlike techno / electronica)  Resequencing @adam_sporka
  • 33. Transition Handling • “Seamless transitions” – Exploration music – No hurry – 15 seconds @adam_sporka
  • 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” – Exploration  Action – ASAP! – 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