I completed another great Audio Visualization tutorial by Peer Play about Koch Fractals.
Here are my personalised results, using a song I recorded a few years back.
This has been really fun and interesting.
I'm really excited to dig into this more some time, and making a more customised visual composition choreographed to a specific song.
One day!
Monday, September 10, 2018
Sunday, September 9, 2018
Audio Visualization - My first experiments
Today I followed a cool Audio Visualization tutorial by Peer Play, to learn the basics of how to get an application or game responding to audio in realtime.
Peer Play's tutorial can be found here, and you can support him on Patreon to continue his interesting tutorials and works.
My video shows the major steps of going through the tutorial, and my resulting experiments.
I'm using some music by Guney Ozsan (tracks from the game Rad Skater Apocalypse that I made), and some of my own music as well. :)
I've always wanted to play around with music visualisation, so this is really exciting! :)
I might try to incorporate elements into my next game, whether it ties directly with the gameplay, or just spices up the menus or something.
Peer Play's tutorial can be found here, and you can support him on Patreon to continue his interesting tutorials and works.
My video shows the major steps of going through the tutorial, and my resulting experiments.
I'm using some music by Guney Ozsan (tracks from the game Rad Skater Apocalypse that I made), and some of my own music as well. :)
I've always wanted to play around with music visualisation, so this is really exciting! :)
I might try to incorporate elements into my next game, whether it ties directly with the gameplay, or just spices up the menus or something.
Saturday, September 8, 2018
Quake: Underwater Jam - "Bad Day at the Research Facility"
Recently, the Quake Mapping community ran a map jam with the theme "Underwater", so I decided to join in, using the great new editor called Trenchbroom.
This is the FUNC_MSGBOARD release thread, where you can download the maps, and read people's comments, etc.
http://bit.ly/QuakeUWjam
"Get your fingers wet in these 9 awesome water themed maps"
My map is called "Bad Day at the Research Facility" and is a Half Life / Science themed map in an underwater research facility that comes under attack during your first day at work.
The map features the voice acting talents of Brendan Barnett whom I frequently work with because he is amazing.
The jam went for 25 days, and in that time I did about 135 hours of mapping, which was pretty intense!
For me, the main purpose of doing the jam was to get more practice creating levels, and investigating the Trenchbroom mapping workflow, for research to improve my own tools and processes for my next Unity game I'm working on.
On this front, it was a fantastic experience, and Trenchbroom provided a template for many great ways to work, and I'm hoping that tools in Unity like ProBuilder will help build fast, cool looking, fun levels, with some approaches I've nabbed from Trenchbroom.
Here's a bunch of screenshots from my Quake level, "Bad Day at the Research Complex".
We start off in a lab, performing some routine tasks for our boss who speaks to us over the intercom.
The large staff locker room.
Through the vents we go.
This is the FUNC_MSGBOARD release thread, where you can download the maps, and read people's comments, etc.
http://bit.ly/QuakeUWjam
"Get your fingers wet in these 9 awesome water themed maps"
- Bloodshot
- Giftmacher
- ish
- JCR
- muk
- MUZBOZ
- nyo (Nyoei)
- Pinchy
- Pritchard
My map is called "Bad Day at the Research Facility" and is a Half Life / Science themed map in an underwater research facility that comes under attack during your first day at work.
The map features the voice acting talents of Brendan Barnett whom I frequently work with because he is amazing.
The jam went for 25 days, and in that time I did about 135 hours of mapping, which was pretty intense!
For me, the main purpose of doing the jam was to get more practice creating levels, and investigating the Trenchbroom mapping workflow, for research to improve my own tools and processes for my next Unity game I'm working on.
On this front, it was a fantastic experience, and Trenchbroom provided a template for many great ways to work, and I'm hoping that tools in Unity like ProBuilder will help build fast, cool looking, fun levels, with some approaches I've nabbed from Trenchbroom.
Here's a bunch of screenshots from my Quake level, "Bad Day at the Research Complex".
We start off in a lab, performing some routine tasks for our boss who speaks to us over the intercom.
The large staff locker room.
Through the vents we go.
Heading towards the central elevator.
The warehouse has been overrun with ogres.
The final scramble up the central elevator.
The warehouse has been overrun with ogres.
The final scramble up the central elevator.
Subscribe to:
Posts (Atom)