Sunday, 8 March 2015

Threat Music - Layers of Intensity

Further development of the threat music was carried out and split into chunks that could be better managed dynamically by UDK. A few synthesiser patches as well as drum samples were used alongside the core of the music track which is made up primarily of the Grain Bin samples. These extra additions, especially the drums, worked well to help put more pace into the music.

The main goal of the threat music is to dynamise gameplay by making certain points of the game more exciting. The use of threatening music also, arguably increases gameplay optimisation by informing the player that the tone of the game has changed and a new course of actin must be taken.

Three levels of threat were created which translated as:


  • Hunt_Music_Low_Alert (8 Bars @ 120bpm)
  • Hunt_Music_Main_Alert (8 Bars @ 120bpm)
  • Hunt_Music_Tail_Off (16 Bars @ 120bpm)
The sections were arranged so that they could be played interchangeably, for example; Main_Alert>Low_Alert , Main_Alert>Tail_Off and so on.

It is intended to use trigger points within the level to determine which sections the player can hear.


[UPDATED] 24.04.2015
Here is the up to date versions of the music sections which are currently being used in game.










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