Dynamic & Interactive Game Music #shorts

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Published on ● Video Link: https://www.youtube.com/watch?v=40DhzwvmJI4



Changes
Game:
Changes (2021)
Duration: 1:00
176 views
8


Dynamic Game Music / Concept Insights:
This week I began working for @gamefeelings game Find The Gnome. The goal of find the gnome is to.. find gnomes (surprise). On my top screen you can see some example-wip-gameplay scenes of the first world. Since there are multiple levels/world we decided to go for music that actually grows based on the progress in each world, as an additional motivation/reward system.
It's working like that: Each world has an ~1 min cinematic intro. During this intro i introduce the "full theme" with all instruments + melodic elements, to make sure the player listened to it before starting to play. As soon as the first level starts the music changes to phase 1 and takes away all the other layers of music. After that the further phases/levels slowly but steady introduce elements of the "full track" again. For example in phase 2 one instrument joins that begins to play elements of the main-scores melody - it's not everything yet & it's an other lead instrument, but the player will still recognise the melody. In phase 3 the violin joins in, playing the whole melody the user got to know during the intro scene. + there always also are some exclusive elements/world - but i'll talk about these things later. Back to the build up of our music:
That way the music keeps motivation the player, besides only "sounding good". In this vid it's summed up within 1 min as an example - in the game the levels will actually take ~3-10 minutes to solve (based on player tests.) so the transitions won't happen too fast. The playtime can vary in unlimited ways though, because of the use of branching (all layers run parallel & get faded in/out at specific trigger points/flags) the music will always be able to react on the players actions.







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