[PIGMI] TRON the game
Simon Boxer
sb at simonboxer.com
Wed Dec 22 20:22:46 PST 2010
I think you can totally take that further. I haven't seen Tron but I'm sure
they spent a lot of time making sure everything's cohesive.
For example, in the case of your game this could mean syncing sounds like
gunshots with the music, so the gunshots and explosions don't just become
noise.
And this kind of philosophy would permeate through the whole design. The
art, the sound, the music and gameplay all work as a unison and reinforce
one another. It sounds like Tron took this to the extreme, and people
appreciated it. There are probably a lot of subtle things that go unnoticed.
S
On Thu, Dec 23, 2010 at 12:03 PM, George <gt at crunchyfrog.com.au> wrote:
> Just so you can see where I'm at:
>
> http://www.youtube.com/watch?v=WPMKClRHQMk
>
> That is the trailer for my latest game. In that trailer you can hear some
> of my music. The beginning has a 20 second excerpt from "O Fortuna", which I
> used for dramatic impact and of course is not mine at all and I'm taking no
> credit for it. But the music for the rest of the clip is.
>
> The inspiration: 90s metal, in particular Pantera's "Primal Concrete
> Sledge". Double kick drum for racing pulse. Drop D tuning and raw crunchy
> tone for guitar coupled with fast percussive strumming for building tension
> and a sense of grittiness. Eerie guitar harmonics over the top to give a
> feel of uncertainty and danger. Bass guitar kicks in with crashing cymbals
> and double tom runs for the powerful, epic sensation of battle.
>
> In the actual game there are other pieces, such as the intro song that
> brings you into the game, the upbeat and energetic rock/metal tracks to
> accompany the missions, the nippy turnaround for when you've completed a
> stage, the little mournful clean/acoustic number for when you've lost your
> last life and it's game over. The excerpt from the video comes from the
> track that is played when the end of stage Bosses appear - that's where I
> wanted to ramp it up and really electrify the game.
>
>
> On 23/12/2010 10:44 AM, Simon Wittber wrote:
>
>> I don't think I can help you here. Maybe have a go at crafting some
>> audio from a few loops, and the experience may enlighten you. :-)
>>
>
>
> --
> George
>
>
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