16 research outputs found

    Inside the Loop: The Audio Functionality of Inside

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    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):107–126, 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 “musical suture” (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

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    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 “an equal and meaningful synthesis of the visible and audible” (Lund & Lund 2009 149) and “is typically non-narrative and non-representational” (Evans 2005 11). Visual Music is often presented as cinema. Cinema audiences are generally considered to be passive spectators, whose “reactions are pre-programmed by the director, crew, cast and writer” (Mackintosh 2003 2). This paper highlights the nexus between, to use McCall’s (2004) terms ‘the cinematic, the sculptural and the pictorial’, with a focus on creating interactive Visual Music installations
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