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Session Name:

Precognitive Interactive Music: Yes You Can!


Feature film, television, and linear visual media use music to create powerful emotions and narrative propulsion through the feeling of anticipation. Up until now, game music has been reactive after the fact to unpredictable player input. What if your game could use music to dynamically create that ramp of anticipation, whether your player is leaping from a collapsing building, speeding toward a finish line, or about to take down a boss? Paul Lipson and Robert Ridihalgh of Microsoft Studios discuss how audio pipelines can add foresight and precognition into dynamic runtime game experiences to unlock emotional power before events happen, to go beyond the expected.

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  • GDC 2016
  • Paul Lipson
  • Formosa Interactive
  • Robert Ridihalgh
  • Microsoft Studios
  • free content
  • Design
  • Design
  • Audio
  • Audio