AUDIO & MUSIC for Media, Film & Games

AUDIO & MUSIC for Media, Film & Games

"Angry Bots"

This example shows the use of a dynamic score and sound design that changes based on the player environment, and what enemy type the player has engaged. For each enemy type, a different musical cue is triggered. The music is written in a way that the amount of danger to the player is evidenced by the intensity of the music. The cues are also prepared to allow all enemy types to be present. In this case, the cues cooperate to form a full score. In games, the music provides immersion, but often should also inform the player about what is happening in-game.

Score, sound design, and game engine implementation by Zach Lacefield.


 

No SOul Required

The score for this scene from the short film "No Soul Required" is meant to demonstrate a score-to-picture approach. For scenes or cuts that require music for an emotional compass, but should still climax at a specific time in the scene. - Composed by Zach Lacefield

 

Score and Sound Design - “2dPlatformer”

This example is meant to demonstrate the usefulness of using scoring cues to offer variation throughout the gameplay experience. Techniques like this can add a feeling of depth to any interactive product that could otherwise feel repetitive. This also helps developers ship titles more efficiently as the overall size can be kept to a minimum without reducing quality and reserving room for additional game assets. The consumer benefits as well from a sense of continuity, because the cues follow their actions and coalesce into a complete, layered score. (Note the differences in opening and closing cues.)


Live Recording and Mix

Live performance captured in Orange County, California with members of ‘Voice Church’.