
Assassin’s Creed Liberation
The Assassin’s Creed Liberation game was released by Ubisoft for the PlayStation Vita, and delivered an immersive experience from the popular Assassin’s Creed franchise. The game was designed specifically for a portable system, and as such, all aspects of the design were adjusted to cater specifically to a portable gaming experience, including the music.
During my talk, I discussed the challenges of adapting a full-fledged Assassin’s Creed musical score to a handheld platform, using one of the menu tracks from the game as an example. Here is that track, entitled “Animus.”
Total War Battles: Kingdom
The recordings included many talented session musicians performing with authentic medieval instruments and techniques. Total War Battles: Kingdom is an example of how audio production value in a portable game can show the same level of polish and ambition as music for console and PC gaming. Below you can see some of the accomplished musicians who performed in the Total War Battles: Kingdom soundtrack: from left to right: Elizabeth Kenny (Lute), Richard Harwood (Cello), Sylvia Hallett (Hurdy Gurdy), and Heather Wrighton (Harp).
During my GDC speech last week, I played an excerpt of my music from that project. Here is the complete track, entitled “Dark Ages.”
Call of Champions
Call of Champions is a Multiplayer Online Battle Arena game developed by the team at Spacetime Studios. The game is designed for tablets and smartphones, and is the first MOBA specifically designed to accommodate the short gaming sessions that are typical for mobile games. With matches limited to 5 minutes, the Call of Champions battle experience is designed to engage gamers-on-the-go, and all aspects of the game design are optimized to enhance engagement for these quick matches. With this in mind, I composed the music for Call of Champions to energize players in order to best enhance gameplay momentum and engagement. To illustrate these principles, I played two excerpts from the musical score for Call of Champions. Here are those complete tracks:
Call of Champions (Champions Theme)
Call of Champions (Battle Arena)
Clash of Kings
In the Clash of Kings mobile game from ELEX, players build empires and form alliances in the attempt to achieve world domination in a medieval fantasy setting. During my talk, I discussed my work as the composer for Clash of Kings, pointing out that my music for this project incorporated production values that included live choral recordings. By increasing our ambition and investment in the audio side of these projects, we can stimulate the engagement of players and their enjoyment of the experience as a whole. To demonstrate, I played an excerpt of choral music from Clash of Kings, so here is that track in its entirety:
Clash of Kings: Sovereign Kingdom
Speed Racer
The Speed Racer portable game was developed by Virtuos and published by Warner Bros Interactive Entertainment. Based on the famous Speed Racer IP, this handheld game was a good illustration of how music implementation can differ drastically from a console to a handheld platform. While the console version of the Speed Racer video game included lengthy pieces of music, the version that Virtuos developed for the Nintendo DS used music excerpts that could be loaded into memory quickly.
To illustrate this, I played excerpts from two pieces of music that I composed for Speed Racer, as they were heard in the Nintendo DS game. To show how these versions differed from their console counterparts, here now are the full-length console versions of these two tracks:
Rev It Up (Speed Racer: The Official Video Game)
Fuji Helexicon (Speed Racer: The Official Video Game)
LittleBigPlanet PS Vita
Conclusion
I hope you’ve enjoyed these streaming music links that expand on the samples I presented during my GDC talk last week. Speaking at GDC was a wonderful experience, and it was an honor to meet so many great game audio folks during the conference! I hope everyone had a rewarding GDC this year, and I hope I’ll see many of you again at GDC 2017!
