We tend to know we know a certain software really well by using it every day. How about pushing that knowledge to the limit and actually making a game out of software that is not intended as a game engine. In this talk, Daniel will showcase how he made games out of the versatile audio software Reaper as well as the multiple games he has made in Wwise - all done without any scripting
Make games out of your everyday worktools / Daniel Nielsen (Åudio Sounddesign)
1. Make Games out of your everyday worktools
Daniel Martin Nielsen
Copenhagen, Denmark
@gminorscale
mail@gminorscale.com
www.gminorscale.com
www.github.com/gminorscale
2. Who am I?
Daniel Martin Nielsen
● Sound artist
● Saxophonist
● Passion for interactivity
● Systemtic thinker but refuses to learn how to code
Copenhagen, Denmark
8. Additional content
● Randomly generated levels
● Adaptive MIDI soundtrack
○ Faster music when more points are gathered
○ Win-segment music
● Dancing MIDI items across the screen
9.
10.
11.
12.
13. What I learned
● Discovered new scripts I use actively today
● Changed my keyboard shortcuts. WASD to move objects
● Much deeper understanding of what Reaper is capable off
● The ability to problem solve faster
14. Read my Really Righty-Tighty Reaper-blog
post when you’re Ready
https://forum.cockos.com/showthread.php?t=232251
39. Game Over :(
● Lose 3 lifes
● Music slows down and stops
40. Win state
● Play the length of the song without losing three lives
● Music events displays text to congratulate you on your victory
Congratulations
You beat the game
How Wwonderful
And wwacked all the moles
50. Got any ideas for other games?
Dungeon Crawler RPG
Notion
Tick tack toe
Trello
Co-op bomb disarmer
Mail
51. Get in touch
Daniel Martin Nielsen
Copenhagen, Denmark
@gminorscale
mail@gminorscale.com
www.gminorscale.com
www.github.com/gminorscale
Editor's Notes
I have a degree in saxophone from the conservatory in Malmø and have slowly made my own path in the game audio world. Having worked with soundtracks, sound design and technical implementation in various projects.
I l
Projects I have worked on
DAW (Digital Audio Workstation)
Industry standard for game audio
Highly customizable
Vast database of user made scripts
Every track can be anything. Mono, stereo, MIDI, gif, video, JPEG.
Put constraints on yourself
Demonstration or video
Audio comes in late in the game production phase
Game Audio MiddlewareLeading in it’s field
Extremely powerful
UI from the 90’s
If you don’t believe me, this is how it looks likeMeant to build extensive audio integrations for AAAI have tried to test it’s limits
How to make a game in software that’s so locked and have lacking UI
Tell the story how we Ressa and I jammed the idea after making our hunted horror house. Before the car ride was over I promised I would make the game.
She came up with the idea to use the Voice Profiler is a displayDisplays boring things like events, channels..That’s when I came up with the idea of
I hurried to make the game because I somehow thought Ressa would make the game before me. Few days later I could sent her this message
I hurried to make the game because I somehow thought Ressa would make the game before me. Few days later I could sent her this message
I hurried to make the game because I somehow thought Ressa would make the game before me. Few days later I could sent her this message
I hurried to make the game because I somehow thought Ressa would make the game before me. Few days later I could sent her this message
I hurried to make the game because I somehow thought Ressa would make the game before me. Few days later I could sent her this message
Tell the story how we Ressa and I jammed the idea after making our hunted horror house. Before the car ride was over I promised I would make the game.I actually thought she would beat me to it, so I quickly made a working demo.
I hurried to make the game because I somehow thought Ressa would make the game before me. Few days later I could sent her this message
Chooses a random mole at random interval. PlayMole or NoMole
At the beginning of the segment a state is set “Moleup” at the end of the segment “Mole down” is triggered.States are saved for Mole number and MoleStatus
The Soundcaster is used to test out sounds without the game engine. Here it’s used to wwack some moles(udskift screenshot til højre til Whac i stedet for Hammer)
Big IfThisThenThat machine. Example of Mole01If you hit the hammer while MoleStatus is Up and Mole01 is set, then it’s a HIT. Everything else is miss
Plays eventIf the score is 00, set the next score to 01
Very manual.
At 00 lifes left Game Over
The music pitches down and stops
The lenght determines how long are Mole is up
At the beginning of the segment a state is set “Moleup” at the end of the segment “Mole down” is triggered
Title of events displays the mole.
Readme, Enjoy And listen or Wack it!
I have a degree in saxophone from the conservatory in Malmø and have slowly made my own path in the game audio world. Having worked with soundtracks, sound design and technical implementation in various projects.
I have a degree in saxophone from the conservatory in Malmø and have slowly made my own path in the game audio world. Having worked with soundtracks, sound design and technical implementation in various projects.