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An Adaptive, Generative Music System for Games
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SKU GDC10-10594
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Description
An Adaptive, Generative Music System for Games
Speaker: Kurt Larson (Audio Manager, Nihilistic Software), Jim Hedges (Freelance Composer/Sound Designer), Christopher Mayer (Independent Contractor)
Date/Time: Friday (March 12, 2010) 3:00pm — 4:00pm
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Panel
Experience Level: All

Session Description
Linear-media music is strained well past the breaking point in Massively-Multiplayer applications. This is a presentation of one viable alternative: the Adaptive Generative Music System (AGMS) developed by Chris Mayer and Kurt Larson. The programming approach, the musical goals, and the experience of the composers using the system are all covered. The live demonstration is given by the programmer who built the system and the composer's tool, the audio director who envisioned the system, and one of the composers who used it to create music.

There are two main messages in this lecture:
1. Linear music, even with stems, is probably not always the right approach, especially for casual online-environment applications or for long-session games like MMO's.
2. Randomness-enhanced, adaptive, generative music can be done quite easily if one is willing to think differently about music.


Intended Audience
Although primarily an audio and programming topic, anyone involved in production or finance would find this presentation highly relevant. Also, I believe that the online track audience could benefit greatly from being exposed to this perspective on music because it is particularly relevant to MMO games. No knowledge is pre-required other than an understanding of player-experiences and psychology.

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