Intensity and Compositional Prompts in Videogame Soundtracks
Access status:
Open Access
Type
ThesisThesis type
Masters by ResearchAuthor/s
Keaveny, DaleAbstract
Videogames are structured by a series of events that articulate various kinds of intensity arcs. These arcs can play a key role in scaffolding music composition and sound design for games, informing the ways sound designers and composers create content in response to pre-planned ...
See moreVideogames are structured by a series of events that articulate various kinds of intensity arcs. These arcs can play a key role in scaffolding music composition and sound design for games, informing the ways sound designers and composers create content in response to pre-planned gameplay events. This thesis proposes two novel analysis techniques for capturing intensity shifts during gameplay – a Pixel Change Ratio (PCR) analysis that measures the rate of visual changes during gameplay, and an Actions-Per-Minute (APM) analysis that measures the rate of user generated input during gameplay. The Gameplay Intensity Framework developed in Chapter Four combines these new analyses with common videogame scoring practices. In Chapter Five, I discuss how this framework was used to compose the soundtrack for the challenge-based videogame Unsteady VR, submitted as the major creative work for this Master of Music (Composition) degree. This discussion highlights the compositional challenges and opportunities that emerge when composing against a range of prompts tied to intensity arcs.
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See moreVideogames are structured by a series of events that articulate various kinds of intensity arcs. These arcs can play a key role in scaffolding music composition and sound design for games, informing the ways sound designers and composers create content in response to pre-planned gameplay events. This thesis proposes two novel analysis techniques for capturing intensity shifts during gameplay – a Pixel Change Ratio (PCR) analysis that measures the rate of visual changes during gameplay, and an Actions-Per-Minute (APM) analysis that measures the rate of user generated input during gameplay. The Gameplay Intensity Framework developed in Chapter Four combines these new analyses with common videogame scoring practices. In Chapter Five, I discuss how this framework was used to compose the soundtrack for the challenge-based videogame Unsteady VR, submitted as the major creative work for this Master of Music (Composition) degree. This discussion highlights the compositional challenges and opportunities that emerge when composing against a range of prompts tied to intensity arcs.
See less
Date
2023Licence
The author retains copyright of this thesisRights statement
The author retains copyright of this thesis. It may only be used for the purposes of research and study. It must not be used for any other purposes and may not be transmitted or shared with others without prior permission.Faculty/School
Sydney Conservatorium of MusicAwarding institution
The University of SydneyShare