Building Drama with Data | Joe Thwaites

Interactive Music Symposium 2021, presented by Audiokinetic.

Joe Thwaites (Principal Composer & Music Producer at Sony Interactive Entertainment Europe) discussed how to use interactive music to score gameplay, using examples from the 3D multiplayer platformer adventure game Sackboy: A Big Adventure. He started off by introducing the basic interactive music design systems (horizontal resequencing, vertical layering, stingers and embellishments, runtime processing), and then dived into how his team used these systems for different circumstances to help elevate the scores.

0:00 - Introduction to Joe Thwaites
1:21 - 'Building Drama with Data' by Joe Thwaites
3:35 - Expanding the core DNA (of previous titles in the franchise)
8:26 - Introduction to basic systems (horizontal resequencing, vertical layering, stingers and embellishments, runtime processing)
11:15 - Horizontal resequencing in Sackboy
16:58 - Vertical layering in Sackboy
21:06 - Stingers and embellishments in Sackboy
25:11 - Runtime processing in Sackboy
28:46 - Supporting narrative when scoring gameplay
30:11 - Final thoughts
33:48 - Community Q&A
34:04 - Q1: If you were hiring a music implementer, what would you look for? What to emphasize in the portfolio?
35:11 - Q2: Do you let players turn the music off? And if so, why?
36:46 - Thank you, Joe Thwaites!

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