Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus...

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Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Interactive Design Audio and Design Leonard Paul of Lotus Audio Vancouver, Canada

Transcript of Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus...

Page 1: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Interactive Design

Audio and Design

Leonard Paul of Lotus Audio

Vancouver, Canada

Page 2: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Introduction

Design = Visual design

Too bad interactive design is multidisciplinary

Audio design, game design etc. exist as well

“When I design a product, I think of my program as giving a performance for its user.” - The Elements of Friendly

Software Design by Paul Heckel (1991)

Page 3: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Interactive Design Paradigm

Music as a paradigm for interactive design:● Instrument● Score● Time● Performer & audience● Tempo● Play etc..

Page 4: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Music Improvisation Background

● Stories and dance● Baroque continuo & improvisation - ♫1● Loss of improv● Recording of audio● Jazz & rock● Electroacoustic● Game audio - ♫2

Page 5: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Video Game Audio History

● Good old days : Coder/Composer - ♫3● Late 1980's : FM + MIDI Musicians● Streaming : Pro-tools Musicians● 2000 : Film Composers - ♫4

Page 6: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Video Games Today

In 2001:US video game sales at $9.3 billion in revenues vs. Hollywood's $8.1 billion

Video games adopting big budgets and management style of film studios

Video games have a strong history of interactive design worthy of study

Page 7: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Degrees of Interactivity

● Performer ↔ audience● Score ↔ improvisation● Linear narrative ↔ interactive narrative● Lean back ↔ lean forward● Novice ↔ expert

Page 8: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Performer ↔ audience

Performer can be considered to be the user and the audience are other players

and/or

Performer is computer and the user is the (pro)active audience

Page 9: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Score ↔ improvisation

Score = High level of guidance, intent of designer

Improv = High level of play, requires more user skill and engagement

Meaning constructed in combination

Page 10: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Linear Narrative ↔ “Free” Narrative

Degree of flexibility of narrative structure

Provide player with context & meaning

Page 11: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Lean back ↔ lean forward

The level at which the user wishes to be engaged

Linear narrative(TV) - User is audience

Construct narrative(MMOG) - Proactive player

Page 12: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Novice ↔ Expert

Important to allow entry and gratification of play by users of different skill levels

Players “lean forward” as they progress and become more proactive in narrative

Page 13: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Teaching Interactive Design

Interactive design is both content and code

Coding requires different thought processes

Allow students to choose level of control over content

Page 14: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Prototyping

Level 1: A first prototype is quickly built, but due to timeline constraints, it awkwardly

evolves into final project

Level 2: A prototype is made and later thrown out, but much of the code remains the same. Some view the prototype as a waste of time.

Level 3: Multiple iterative prototypes are made rapidly. Final is built from best elements.

Entire process is archived for future reference.

Page 15: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Proto-Types

● Demo - Linear Demonstration - one path● Playable - With several paths - not all● Pilot - One complete level/episode

Page 16: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Prototyping Tools

● Flash● Director● Pure Data/Max● Java● HTML● Quicktime● Paper

Page 17: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Prototyping : Editing

● Make many sketches

● Edit out non-essential elements

● Strengthen & underline key elements

● Have a friend review

Page 18: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Prototyping : Traps

● Evolve prototype into final project

● Focusing on the easy problems

● Adding too much bells & whistles

Page 19: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Prototyping : Benefits

1. Demonstrate

2. Materials

3. Test

4. Experiment

5. Learn

Page 20: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Demos

Code Zebra

Interactive Music & Dance

Video Game Audio Prototyping

Page 21: Interactive Design - Video Game Audio · Interactive Design : Audio & Design Leonard Paul – Lotus Audio – Banff 2003 Introduction Design = Visual design Too bad interactive design

Interactive Design : Audio & DesignLeonard Paul – Lotus Audio – Banff 2003

Contact

Leonard Paul

info [at] lotusaudio.com