SIJM
logo

Room   
Changing Times: The Benefits of Using Generative Music In Games

Presented by Paul WeirAudio Director, Composer & Sound DesignerEidos Montreal

November 1st11:15 - 12:15Room : Jacques-Cartier



Audio track presented by Steinberg and Yamaha Canada Music.

Generative music brings tremendous benefits for creating a non-repetitive and reactive soundtrack within games, yet there are very few titles that have incorporated this technology. This talk will debate the problems with using traditional music forms in games, presents generative music within a theoretical framework and show the system we have developed at Eidos Montreal for the new Thief title, along with tips for best practice when working with generative systems.

Learning Objectives

- Understand how generative music can enhance the user experience.
- Show a fully functioning generative system that is suitable for a game environment.
- Discuss the implications for the composer when working with generative music.



Paul-Weir
About Paul Weir

I'm a London-based sound designer, composer and voice director and have worked on over forty games along with film, television, radio and installation production. I regularly lecture on music and sound design for games. Through my company Earcom, I'm the Audio Director, Composer and Sound Designer for Eidos Montreal's new Thief title. Unusually for a major title, I'm responsible for creating all of the audio content for the game and for ensuring that the audio is fully represented within the overall game design. Previous projects include the games Lego Harry Potter, Lego Batman, Pure, Juiced 2, Ghost Master, Warrior Kings, GHost Rider, Crime Life, Discworld Noir and many others. I'm well versed in using Wwise and FMOD and often have custom tools built for my game projects. Other work includes The Adventures of Sexton Blake (BBC Radio 2), Warner Breaks TV campaign, Tiscali TV idents and the films Book of Blood, Stagknight and An American Haunting. I have extensive experience with interactive and generative music systems in games, I am also the leading commercial generative soundscape composer having created in-store music for organisations such as BAA, Tesco and Intercontinental Hotels.

Follow Us!