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Make Games out of your everyday worktools
Daniel Martin Nielsen
Copenhagen, Denmark
@gminorscale
mail@gminorscale.com
www.gminorscale.com
www.github.com/gminorscale
Who am I?
Daniel Martin Nielsen
● Sound artist
● Saxophonist
● Passion for interactivity
● Systemtic thinker but refuses to learn how to code
Copenhagen, Denmark
Reaper as a game engine?
Reaper as a game engine?
HY?
Wireframing
the game
●2D sidescroller
●Move with arrow keys
●Collect points
●Avoid enemies
●Get to the finish line
Additional content
● Randomly generated levels
● Adaptive MIDI soundtrack
○ Faster music when more points are gathered
○ Win-segment music
● Dancing MIDI items across the screen
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
Read my Really Righty-Tighty Reaper-blog
post when you’re Ready
https://forum.cockos.com/showthread.php?t=232251
Let’s talk about
Arvo Pärt - Tintinnabulli
Wwise as a game engine?
Voice Profiler as interface
Wwac-A-Mole
Mole Generator
Chooses a random mole or No Mole
Mole Event
Sets the switch MoleUp when the event is played and MoleDown at Event End
Whac the mole with a hammer
If Mole01 shows up in the voice Profiler, hit the Whac01 Event
Does the hammer hit or miss?
If this then that programming
Lose a life or gain a point
Miss Hit
Score Up
Trigger Music event with state layers
Hardcoding the score states
Same concept for LifesCounter
Can’t hit a mole?
Try a different difficulty
Easy 1.5s
Medium 1s
Hard 0.5s
Learn the basics
Text tutorial spawn as music events
Displaying the tutorial
The tutorial music events shows up in the wwise profiler
Game Over :(
● Lose 3 lifes
● Music slows down and stops
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
Let’s whac some moles
That concludes all of the games I made in Wwise
That concludes all of the games I made in Wwise
Remember her?
Run from your life and SMASH that walk button
Run when the doll is not looking
or get shot
🙈
Get to the finish line before timer
runs out
blog.audiokinetic.com/wwack-a-mole
Wwana wwow yourself wwith wwise?
Got any ideas for other games?
Dungeon Crawler RPG
Notion
Tick tack toe
Trello
Co-op bomb disarmer
Mail
Get in touch
Daniel Martin Nielsen
Copenhagen, Denmark
@gminorscale
mail@gminorscale.com
www.gminorscale.com
www.github.com/gminorscale

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Make games out of your everyday worktools / Daniel Nielsen (Åudio Sounddesign)

Editor's Notes

  1. 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.
  2. I l
  3. Projects I have worked on
  4. 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.
  5. Put constraints on yourself
  6. Demonstration or video
  7. Audio comes in late in the game production phase
  8. Game Audio Middleware Leading in it’s field Extremely powerful UI from the 90’s
  9. If you don’t believe me, this is how it looks like Meant to build extensive audio integrations for AAA I have tried to test it’s limits
  10. How to make a game in software that’s so locked and have lacking UI
  11. 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.
  12. She came up with the idea to use the Voice Profiler is a display Displays boring things like events, channels.. That’s when I came up with the idea of
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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.
  19. 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
  20. Chooses a random mole at random interval. PlayMole or NoMole
  21. 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
  22. 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)
  23. Big IfThisThenThat machine. Example of Mole01 If you hit the hammer while MoleStatus is Up and Mole01 is set, then it’s a HIT. Everything else is miss
  24. Plays event If the score is 00, set the next score to 01 Very manual.
  25. At 00 lifes left Game Over The music pitches down and stops
  26. The lenght determines how long are Mole is up
  27. At the beginning of the segment a state is set “Moleup” at the end of the segment “Mole down” is triggered
  28. Title of events displays the mole. Readme, Enjoy And listen or Wack it!
  29. 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.
  30. 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.