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Session Name:

Creating Hyper-Adaptive Music on an Indie Budget


Composer C. Andrew Rohrmann presents a modular approach to music writing, production and implementation via an overview of the creation of the music for Galak-Z. He'll demonstrate how (with the aid of 17-Bit Games' Unity-based Audio17 music environment) composers can create multi-layered and hyper-adaptive musical elements that react to multiple gameplay variables, and combine to form an arrangement that is unique for each and every play session.

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  • GDC 2015
  • C. Andrew Rohrmann
  • scntfc / 17-Bit
  • free content
  • Independent Games Summit
  • Independent Games