ADAPTIVE MUSIC & SOUND DESIGN
Studying interactive scoring for video games with Berklee College of Music, Wright specializes in the composition, design and implementation of adaptive music and dynamic sound systems for video games and other interactive media. This includes in-engine implementation with Unity & Unreal, and audio middleware implementation with Wwise, FMOD, Elias and more.
Delivery in all formats is available including web, mobile devices & all major consoles.
Specialised music delivery can also be provided for past generation consoles including Nintendo Game Boy, Nintendo NES, Sega Genesis/Megadrive, Sega Master System, Commodore 64, & Arcade System (Sega X/Y boards).
INTERACTIVE VS. LINEAR SCORING
Various forms of media present their own unique musical challenges, and this is especially true in the composition of music for video games.
While film and TV scores are composed with a single view, passive experience in mind - interactive video game scores require a completely different approach. Issues such as length of the gaming experience, repeatability, multiple narrative outcomes and player interactivity must all be taken into account when composing an adaptive score.
The term “adaptive score” refers to the fact that the music itself adapts to the actions of the player, and certain parameters from the game itself. These parameters could include player health status, location, weather, enemy AI, or any other number of variables.
WHY USE MIDDLEWARE?
Latest developments in technology have seen the introduction of audio middleware into the game development process.
Audio middleware allows composers to directly implement their music into a game development engine without the need for coding. This lightens the load for programmers when it comes to music placement, only requiring simple in-game hooks to trigger a musical event or even an entire sequence of events.
Middleware also allows developers to implement much more sophisticated interactive score structures in their games, utilising hybrid methods which combine horizontal resequencing and vertical layering methodology. Other features include sophisticated randomisation techniques, customised transitions between any cues, advanced stinger implementation and much more.
Another more recent exciting feature is the ability to mix your game in real time by connecting certain middleware programs to the game engine directly during gameplay. This allows for quicker mixing times & greater nuance and precision in the final game mix.