Dynamic Game Music, Parallel Composing - Intensity + Safety Layers
( Main Content: Instagram @filmandgamemusic )
Dynamic Game Music, Parallel Composing:
We utilised a lot of different ways of Dynamic Game Music to improve the general Experience of our game - one of them is a "safety" layer/version that starts playing, as soon as a dungeon is cleared (There are ~ 16 Dungeon Themes, with multiple intensity layers and an additional safety-piano version). The safety version is the same track, but playing in a very reduced way + a piano joins as the new main element (piano always = "safety", that's sth the player will learn. So it acts as a signal + additional reward layer, too) The approach we took for realising this is "parallel composing". Every intensity layer + the safety-version is 100% based on the same arrangement (rythm, melody/ chord progression etc + some instrumental elements that are always there, to keep them connected). That way i can simply add stuff, like the accordion i'm recording in this vid & double check how it'd sound in each version. And - the most valuable thing about parallel composing - the track can change it's state/version at any time. There's no need to wait for a specific bar in the track, to trigger a transition or sth once a "flag/trigger" within the game (f.E. all enemies defeated) tells the audio engine to switch layers.
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