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Session Name:

Peggle 2: Live Orchestra Meets Highly Adaptive Score


There exists a seeming contradiction between lush orchestral scores on the one hand, versus highly adaptive game scores on the other. This lecture will show how these two ideas can effectively coincide, retaining the organic feel and fidelity of live performances, while allowing for a high degree of adaptive flexibility. A score that responds well to gameplay requires that its component parts (music phrases, instrument stems, samples, etc.) be mixed in the console, dynamically, as the game is played. Real-time effects, such as reverbs and delays, bring flexibility and cohesion to these mixes. This approach leads to the added bonus of mixing and arranging music within the context of the game itself, alongside the other audio elements. By describing the composition and recording process that leads to the score for Peggle 2, this talk will demonstrate how music can be integral to any game design.

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  • GDC 2014
  • Guy Whitmore
  • PopCap Games
  • free content
  • Audio
  • Audio