The Terror of Watermelons and Your Niece Screaming: Interactive Sonic Fear in Dead Space 3

Wilhelm wasn’t going to cut it for A-list game release Dead Space 3. Meet the young Amelia, instead, screaming. And behold the sheer horror that only a squishy watermelon can produce. I always knew fruit and toddlers were up to no good. Kill Screen, the indie game mag, collaborates with The Creators’ Project to go behind the scenes at developer Visceral Games to talk about the audio design and interactive sound system in Dead Space. Producer and editor Jamin Warren tells CDM it was his favorite of the series yet. In addition to examining sound design and field recording, the …

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otomata

Otomata, A Generative Online Sequencer; Apps versus Web, Plus SuperCollider Goodies

Behold the power of the Web: composition ideas become a tool, a tool becomes a means for even casual users sharing musical sketches, and a browser toy can be a window into a Turkish sound artist breeding musical DNA like some people breed strains of flowers. Otomata is a simple generative online grid-based sequencer, owing to a number of step sequencers and Toshio Iwai’s Tenori-on, with some beautiful circular visualizations of the resulting sounds. I’m late in posting it, but in a way, that’s a good thing – in the time that this sequencer has spread around the Web, it’s …

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Osmos Game Available, with Brilliant Electronic Score

Osmos Trailer from hemisphere games on Vimeo. Osmos is a glorious glimpse of the fusion of electronic sound and game design many of us anticipate. It is built around a (challenging!) physics-based gameplay style – in the same vein as float-around-the-world games like flOw (and long before that, Asteroids) with procedural design and a perfect, liquid electronic soundtrack. Osmos became available DRM-free yesterday on Valve’s terrific Steam service for US$10 (on sale for a little less this week), and you can buy worldwide from the developer on Direct2Drive. (The developer has temporarily suspended direct sales from their site. Updated: the …

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Ever Woke Up in a Procedurally-Generated City?

Food for thought. I’ve definitely spent some time in what felt like procedurally-generated architecture — some of which seemed to have some bugs in it, where the algorithm created spaces that made no sense. And yet they were built by human hands… discuss? Top: from comments, Procedural System Structure, as discovered by Joahnsonn. http://proceduralcity.com/ as powered by NVIDIA PhysX and OpenGL Another (stunning) example: Procedural CitySystem. http://www.procedural.com/ Bottom: Introversion’s engine builds what looks like generic European cities. Lots of discussion on the Introversion forums: It’s all in your head, Part 7 Wow, it’s Milklovano, from the former Soviet satellite nation …

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Evening in a Procedural City, Built in OpenGL

Shamus Young’s “Pixel City” feels like flying in a helicopter into the art from Ghost in the Shell, or discovering a metropolis inside your computer. The latest work from an undiscovered YouTube talent, the software itself will be released under an open source license. I don’t need to tell you this could inspire other experiments for urbanist visualists wanting to work with real-time landscapes. It’s also interesting that the process itself becomes part of the artwork: it’s by understanding how each element is pieced together that you really connect to the meaning of the whole. This is a demonstration of …

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