16 research outputs found
Inside the Loop: The Audio Functionality of Inside
The manner in which soundscapes evolve and change during gameplay can have many implications regarding player experience. INSIDE (Playdead in INSIDE. Released on Microsoft Windows, Playstation 4, Xbox One, Nintendo Switch and iOS, 2016) features a gameplay section in which rhythmic audio cues loop continuously both during gameplay and after player death. This paper uses this aspect of the soundtrack as a case study, examining the effects of looping sound effects and abstract musical cues on player immersion, ludic functionality, and episodic engagement. The concept of spectromorphology proposed by Smalley (Organised Sound 2(2):107â126, 1997) is used to analyse the way in which musical cues can retain ludic functionality and promote immersion in the absence of diegetic sound design. The âmusical sutureâ (Kamp, in: Ludomusicology: approaches to video game music, Equinox, Sheffield, 2016) created by continuously looping audio during death and respawn is also examined with regards to immersing the player within an evolving soundscape
Interactive visual music
How can Visual Music be composed and presented in such an engaging way that it will turn spectators into participants? How to connect a youthful, twenty-first century audience who are keen to update their Instagram story with Visual Music? Visual Music is an art form, which is âan equal and meaningful synthesis of the visible and audibleâ (Lund & Lund 2009 149) and âis typically non-narrative and non-representationalâ (Evans 2005 11). Visual Music is often presented as cinema. Cinema audiences are generally considered to be passive spectators, whose âreactions are pre-programmed by the director, crew, cast and writerâ (Mackintosh 2003 2). This paper highlights the nexus between, to use McCallâs (2004) terms âthe cinematic, the sculptural and the pictorialâ, with a focus on creating interactive Visual Music installations