Adaptive Game Music: Introduction

20 Oct
October 20, 2012

Imagine this scenario in your favorite shooter game: Your player is battling through a bright and dreary multiplayer map against her friends. She takes refuge in the second floor of a building, accompanied by urgent music with a sound of morbid intensity.

This music is an orchestral arrangement of strings, horns, and drums playing in your player’s headphones. There are no enemies in sight–for now. As she stops and crouches at the dimly-lit window, the music subtly lulls to a less urgent volume. Your player dawns her sniper rifle, settling into the shadow of the windowsill. She knows the other team is coming, and her position is perfect.

When she looks down her scope, the mix of the music shifts slowly, until almost all she hears is the rumbling drums beating along to the rhythmic sound of her character’s breathing. She aims directly at a corner of the only building the enemy has for cover.

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Vision — An Excerpt

I have a vision of the experience I want my players to enjoy, something never quite realized in the history of game development. It’s a vision perhaps conceived out of ignorance or naivety, terribly overwhelming in its execution and logistical implementations. Yet, I can’t escape a deep and consuming conviction that I’m on to something big–something that may actually redefine the standards of our industry.

A Quick Update

07 Sep
September 7, 2012

Moving to Seattle worked out wonderfully. If you’re interested in how that’s been going, read after the break.

Despite an incredibly busy month, I’ve been hard at work on several development projects in my spare time. In the few short weeks that we’ve been in the city, I’ve already attended two networking events, including the latest Seattle Unity3D User Meetup Group event last week.

The next project I intend to share involves an idea that’s been stewing in my brain for years. My goal is to establish a new content work-flow for video game designers. I’m hoping to inspire other developers to consider a new concept I’m calling ‘reactive content generation.’ I’ll be using my experience in music production to illustrate a proof of concept.

Unfortunately, it won’t make any sense to you until I’m done. We’ll deal with it then.

As an aside, I’ve joined the App.net community as @charliehelman. It’s essentially an ad-free microblogging platform with a particular focus on providing an open API to third-party developers.

It’s twitter, without the spam bots and advertisers, and mostly populated by tech professionals (including a growing number of game developers).

Check it out. Definitely worth the $50 per year price tag. Currently in Alpha.

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First Game Ever: “Point and Kill!”

11 Aug
August 11, 2012

Point and Kill is a high-speed game played with only your mouse. It’s also my first complete experience in video game development.

Give it a shot, then let me know what you thought! Are you fast enough to beat my score of 91 points? Check it out.

My Wedding Officially Rocked

04 Aug
August 4, 2012

Indeed, I’ve been busy getting married to an amazing woman. Now that the craziness is over, I’m finally able to get back to work! While I’m developing my first game in Unity 3D, we’re also solidifying our Seattle moving plans.

Married life is great! Our wedding was picture perfect, so go ahead and check out these pictures!