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BA (Hons) Creative Music Technology
‘The Implications of Generative Music
Systems on Video Game Composers: A
Case Study Approach’
by
Matt Gibson
Submitted 3/5/19
Presented as part requirement for BA (Hons) Creative Music
Technology validated by the University of Hull
Department of Music and Performing Arts
University Centre Doncaster
Doncaster College
The author would like to make grateful acknowledgements to the following:
My supervising lecturer, Michael Dunn, for his expert guidance & valuable insight throughout
all the staff at the University Centre Doncaster Music & Music Technology Campus
the participants of this study, whose invaluable expertise made this possible
my family, Jeff, Deb & Sophie, for their help both academically & spiritually
&
my partner Rosie-Mae, for her constant support, patience & belief
i
Abstract
From Spore to No Man’s Sky, generative music in video games is becoming
increasingly prevalent and is viewed as a field with much potential. But what
does this mean for the composers of video game music? This study aimed to
examine the implications of generative music on video game composers, from
the perspective of both the design of the systems and what it means to work
with them. To accomplish this a case study approach was taken, whereby two
specially selected experts in the field were interviewed, and the resulting data
was then analysed thematically using a combination of a priori and emergent
coding.
The key findings of this study show that while certain skills and
personality traits may be a boon to a composer – such as high musical and
computer skills, and an adaptable, progressive mindset – even more significant
is the impact these systems may have on their role: rather being something to
“fear” they can instead be viewed as a tool that can aid the compositional
process, both in terms of speeding up workflow and providing valuable
inspiration, and also improving skill sets. However, other results also show that
the use of generative systems largely depend on a multitude of game-specific
factors, which in turn means that a composer may or may not be required to
work with them over the course of their career.
ii
Contents
Introduction ......................................................................................................................... 1
1.1 Introduction & research focus ................................................................................. 1
1.2 What is adaptive music in video games? ................................................................ 2
1.3 Aims & Objectives ................................................................................................... 3
Literature Review ................................................................................................................ 4
2.1 Introduction ............................................................................................................. 4
2.2 Video game music and film music ........................................................................... 5
2.3 How adaptive music supports players ..................................................................... 6
2.4 Approaches to adaptive music ................................................................................ 7
2.4.1 The generative approach ................................................................................. 7
2.4.2 Implications for composers .............................................................................. 8
2.4.3 Project specificity ............................................................................................. 9
2.5 Refocus of research question and conclusions ....................................................... 9
Methodology...................................................................................................................... 11
3.1 Framework of inquiry and critical assumptions ...................................................... 11
3.2 Approach and research philosophy ....................................................................... 12
3.3 Data collection method and sampling.................................................................... 13
3.4 Coding and data analysis ...................................................................................... 14
Data Analysis .................................................................................................................... 15
4.1 Why generative systems are utilised ..................................................................... 16
4.1.1 Solution to problems ..................................................................................... 17
4.1.2 Game considerations .................................................................................... 17
4.1.3 Summary ...................................................................................................... 17
iii
4.2 How generative systems function .......................................................................... 18
4.2.1 Operation ....................................................................................................... 19
4.2.2 Design ........................................................................................................... 19
4.2.3 Summary ....................................................................................................... 20
4.3 Working with generative systems .......................................................................... 20
4.3.1 Desirable skills ............................................................................................... 21
4.3.2 Role ............................................................................................................... 22
4.3.3 Compositional aid .......................................................................................... 24
4.3.4 Summary ....................................................................................................... 25
4.4 Project specificity .................................................................................................. 26
4.4.1 Goals of the game ......................................................................................... 27
4.4.2 Aspects of generative systems ...................................................................... 28
4.4.3 Summary ....................................................................................................... 29
Conclusion ........................................................................................................................ 30
5.1 Research objectives and findings .......................................................................... 30
5.2 Limitations and further research ............................................................................ 30
5.3 Final remarks ........................................................................................................ 31
Bibliography ...................................................................................................................... 32
Appendix A ........................................................................................................................ 35
Appendix B ........................................................................................................................ 44
Appendix C ........................................................................................................................ 53
C H A P T E R 1 – I N T R O D U C T I O N | 1
CHAPTER 1
Introduction
1.1 Introduction & research focus
It is common knowledge that video games are a rapidly-developing growth industry; it was
estimated that this sector was worth a staggering $138bn (£105bn) by the end of 2018 (Ell,
2019). As the technology and capabilities of consoles increase with every generation, so too
do the budgets and production values of the games, and this in turn has caused the
expectations of the ever-discerning players to rise also. Cutting-edge, photo-realistic visuals
and vast immersive game worlds have become the expected norm, and so video game
music has had to follow suit; far removed from the simple monophonic soundchips of
yesteryear, today’s game soundtracks can rival that of Hollywood blockbusters. But unlike
their silver screen counterparts, games are fluid and malleable: they are reliant on the
players to play out the narrative and to direct the action. Moreover, players are
unpredictable, so how can the music accurately reflect what it doesn’t know is going to
happen? This is neatly encapsulated by Velardo:
“The whole history of video game music can be seen as a continuous
search for compositional techniques and audio tools that create a musical
experience tailored to the visuals and narrative.” (Velardo, 2019, paragraph
2)
This need to synchronise music with what is being displayed on player’s screens has given
rise to the paradigm of adaptive music, whereby various technical processes and systems
enable the music to do just this.
But what does this mean for the composers who work with these systems? Given
that the use of adaptive music is fast becoming standard practice it was surprising to
discover a distinct lack of research from a composer’s perspective, so the aim of this
dissertation is to address this question. It is worth noting at this point that the scope of the
research was subject to some evolution over the course of the study. What started out as an
investigation into the broader trend of adaptive music became more focused once the
significance of generative music systems was identified; thus, this angle became the main
thrust of the study.
C H A P T E R 1 – I N T R O D U C T I O N | 2
1.2 What is adaptive music in video games?
Before continuing it is important to define what is meant by adaptive video game music.
Velardo (2017, paragraph 3) succinctly describes it as music that “constantly changes
dynamically by reacting to some type of control input coming from the game”, either by direct
player interaction or other variables. There is some interchangeability between terms
regarding this, with some sources referring to “dynamic” and “interactive” music, so for clarity
the author henceforth chooses to use “adaptive”.
Also important for contextual reasons is knowing how adaptive music is implemented
into a game, and as such there are three main approaches: horizontal sequencing, vertical
re-orchestration and generative. Horizontal sequencing involves the relevant music cues or
segments being played sequentially and then rearranged to correspond with inputs coming
from the game (van Nispen tot Pannerden, T. et al., 2011); essentially, a completed music
cue is played and then transitions to key points in that track based on what is happening in
the game. To conceptualise this, imagine a basic gameplay scenario consisting of
exploration followed by combat; a composer would write music for both states in the same
music cue, and upon changing from one state to the next the track would jump to the
appropriate part.
Virtual re-orchestration involves several tracks of music which are then combined in
accordance with game inputs to form the completed soundtrack (Collins, 2008); in this case,
the completed music cue is broken down into separate stems of its constituent parts and
then re-mixed together as appropriate. Imagine the same gameplay scenario, except this
time when the states change the music continues to play seamlessly and other elements are
introduced, such as percussion to add tension.
Generative music - the focus of this study - is defined as a system that creates
original music from limitless combinations (Wang, 2015); in other words, music is composed
on-the-fly using stochastic algorithms, based on various rules and parameters and often
rooted in music theory. Returning to the same example, as the gameplay states transition
the music would also change, except this time it would instantaneously and organically
create new material. Two of the most notable examples of this technique are featured in the
games Spore (2008) and more recently No Man’s Sky (2016).
C H A P T E R 1 – I N T R O D U C T I O N | 3
1.3 Aims & Objectives
The research question that guided this study is as follows:
What are the implications of generative music systems on video game composers?
It became evident during preliminary research that the generative strand of adaptive music
was most compelling, as not only did it differ significantly from the other techniques – which
appeared to be grounded in “traditional” methods of composition – it also was lauded for its
potential. Thus, it was deemed most appropriate to focus on this specific area. To explore
any implications, the following objectives were pursued:
▪ To examine the literature and identify core concepts/gaps in the research
▪ To gather qualitative data that details how generative systems work
▪ To gather qualitative data that details the experience of composing and
working with generative systems
▪ To evaluate the qualitative data in terms of what impact these areas have on
composers
It is hoped that this research will contribute value to an area is somewhat lacking in
critical investigation, and also provide a more thorough understanding for composers who
are hoping to succeed in this field.
C H A P T E R 2 – L I T E R A T U R E R E V I E W | 4
CHAPTER 2
Literature Review
This chapter will evaluate the literature pertaining to adaptive music systems for video
games, giving the reader a broad overview of the state of knowledge in this area and
identifying core trends. The initial question that drove the review was:
What are the implications of adaptive music on video game composers?
2.1 Introduction
Research into video game music has been varied, including physiological studies examining
the impact of music on stress levels during gameplay (Hebert et al, 2004), psychological
studies investigating the effects of music on participants with different levels of extraversion
(Levy, 2015), and the effects of tempo on performance (Lawrence, 2012). Also, video game
music is becoming increasingly recognized - Bush et al (2009) highlights audio as a
significant component of video games which directly affects consumer’s preferences on
purchases - yet there has been little scholarly insight into this field from a composer’s
perspective.
It is noted that this area is still in infancy; a key point among the literature is the
scarcity of research (Collins, 2009; Lawrence, 2012; Young, 2012; Prechtl, 2016) – and
specifically within the domain of adaptive music it is rarer still. Lawrence (2012) notes that
despite this, there is a general greater recognition for video game music in non-academic
circles, so in light of this several sources are non-academic in nature. This means that
greater emphasis will be placed on reviewing the emergent paradigms as opposed to
specific studies.
However, it is apparent that despite little academic research adaptive music is
becoming increasingly prevalent in modern video game design. Young (2012, p.47) asserts
that “[adaptive] soundtracks move ever closer to being the expected norm in game music”,
perhaps because of increasing production values and more discerning players (Collins,
2009). This contrast warrants further investigation and, additionally, as far as the author is
C H A P T E R 2 – L I T E R A T U R E R E V I E W | 5
aware there have been no studies that explore the implications of adaptive music on game
composers, so this provides a unique opportunity to contribute to this area.
2.2 Video game music and film music
Perhaps since the study of video game music in general is a relatively young field, many
sources have found it appropriate to draw parallels with film music. As such, there is
consensus that game music can perform similar functions to that of film music in terms of
development of themes, complimenting on-screen actions, moods and locales, and
heightening emotion (Jorgensen, 2006; Berndt and Hartmann, 2007; Collins, 2009; Phillips,
2014; Prechtl; 2016). It has also been noted that a general ambition to make games a more
cinematic experience renders the application of film music theories relevant (Lawrence,
2012). However, there comes a point where similarities between these two mediums clearly
diverge: the idea of linearity. Prechtl (2016, p.2) notes that “film narratives are linear in that
they progress exactly the same way every time”, whereas games “feature nonlinear
narratives which are fixed neither in structure nor in timing”. Film scores are tied inherently to
the final edit and can complement the action onscreen, while games are more unpredictable
in that their structure is heavily reliant on the player (Collins, 2009).
Also, there is the issue of interactivity: Collins (2009) differentiates film music from
game music in that the player is the active agent of change, and therefore the music must be
able to react accordingly. This view is shared by Pidkameny (2008), who expands by stating
passive films only require passive scores whilst games have the opportunity to utilise music
that can be directly affected by the actions of the player.
These key points of non-linearity and interactivity are relevant in that they are an
integral concept within video game music, and as such they contextualise the necessity for
adaptive music in games; Levy’s (2015, p.50) statement of a need for “dynamic adjustment
of music” coupled with Whitmore’s (2014, 30:35) point that the “nonlinearity of games calls
for flexible music” emphasises this. There is the implication that an adaptive soundtrack
aspires to serve in much the same way as its film counterpart, despite the fundamentally
different medium; this is neatly summed up by Clark (2007, paragraph 6) who says
“[adaptive] music is the game industry’s answer to the Hollywood film score”. In terms of
what this means for composers it suggests that although typical scoring approaches may still
be valid, considerations must be made to account for these differences.
C H A P T E R 2 – L I T E R A T U R E R E V I E W | 6
2.3 How adaptive music supports players
In addition to performing similarly to film music, adaptive music aids in supporting the needs
of players. It appears to be a widely-held belief that adaptive music is effective in enhancing
a player’s overall experience (Collins, 2009; Peerdeman, 2010; Young, 2012; Phillips, 2014),
and can do so for different reasons:
▪ correctively, to avoid repetition and, as a result, tedium
▪ creatively, to more effectively immerse players and enhance the narrative
For more practical corrective purposes, adaptive techniques are utilised to avert
repetition in the music. There is suggestion that repetition is undesirable and can be
detrimental in retaining player’s interest: Hedges, Larson & Mayer (2010, 52:10) assert that
“repetition becomes annoying” and players “turn annoying music off”, while Plans & Morelli
(2012, p.1) make the point that “avoiding tedium is paramount”. However, in his presentation
discussing the implementation of adaptive music into the game Final Fantasy XV, Iwamoto
(2017) states that reducing repetition wasn’t a consideration; in fact, one core component
was to keep the music memorable - which repetition has been shown to enhance
(Hargreaves, D.J. as cited in Plans & Morelli, 2012) - whilst utilising the flexibility that
adaptive music provides. This is notable in that it relates the perspective of an Eastern game
developer (other sources are predominantly Western) which could indicate that culture is a
factor, and more crucially implies that adaptive music can be considered as more than solely
a platform for reducing musical stagnation through variety. Moreover, the term “repetition”
may be misleading, as when coupled with some degree of variation it can be an effective
musical technique; perhaps it is more appropriate to say that exact replication of game music
becomes monotonous.
Adaptive systems are also utilised for creative purposes. A major point of consensus
in the literature concerns adaptive music’s positive role in immersion, and as a device to
support a game’s narrative (Collins, 2009; Hedges, Larson & Mayer 2010; Peerdeman,
2010). It is stated by Minter (2012) that it benefits both “cognitive” (players are only focused
on in-game sounds) and “mythic” (player’s role-playing tendencies are satisfied by the game
world) immersion, while Phillips (2014) relates the pivotal role adaptive music plays in the
willing suspension of disbelief. An investigation conducted by Zhang & Fu (2015) found that
appropriate background music resulted in higher levels of participant immersion, although
issues were raised about how the skill levels of players may have impacted on the results.
One major reservation about this source is that the music in question was not implemented
in an adaptive way, and it is therefore impossible to generalise based on this study.
C H A P T E R 2 – L I T E R A T U R E R E V I E W | 7
However, given the increased flexibility of adaptive systems one may logically infer that an
adaptive soundtrack could replicate similar findings.
Tied to this concept of immersion, it is also accepted that adaptive music can be
utilised to empower a game’s narrative. Whitmore (2014) discusses the importance of timing
and synchronicity, the need to present a nuanced emotional arc, and the necessity of
seamless, convincing transitions. Taking this further, there are the notions that adaptive
music can “better support an untold story” (Baldursson & Olafsson, 2016, 10:23) for games
that have no set narrative, while Deriviere & Kurlander (2014) mention how adaptive music
can be used to lead and influence the gameplay of a player. Given the importance of
nonlinearity and interactivity this may place an onus on composers to pre-empt the actions
and intentions of a player, and subsequently compose accordingly.
2.4 Approaches to adaptive music
In addition to the merits adaptive systems can provide there were numerous references to
the specific adaptive techniques themselves; it was apparent from the literature that
horizontal and vertical approaches are the most common. Phillips (2014, p.210) notes how
these can “[quickly react] to every dramatic moment”, and Sweet (2016) mentions this can
be accomplished with relative ease; with regards to specifics, he goes on to state that
horizontal is the easiest to implement and thus allows the composer more time to focus on
the music, whereas vertical allows for more subtle and musical transitions. Interestingly, a
study conducted by Eriksson & Lindau (2013, p.2) found “no significant difference between
the static [pre-rendered, non-adaptive music] and adaptive systems in terms of perceiving
the music”. This contrasts with previous assertions that adaptive music helps facilitate
greater immersion and, while it notes flaws in both data collection and implementation of the
system, prompts debate on the effectiveness of both horizontal and vertical approaches.
Inherent limitations of the pre-rendered music required by these approaches are addressed
in greater detail by Phillips, who states the “sonic quality [of a] highly refined audio mix” is at
the cost of “the ability to finely manipulate the individual instrument performances for the
purposes of interactivity” (2014, p. 222).
2.4.1 The generative approach
Perhaps due to these limitations it is stated in no uncertain terms that “true adaptive
music needs to be generated in real-time” (Folmann, T., as cited in Thomas, 2016, p. 84);
C H A P T E R 2 – L I T E R A T U R E R E V I E W | 8
generative music systems allow this, as it allows for micro-control of the music down to the
very note level (Hedges, Larson and Mayer, 2010). A comprehensive study by Prechtl (2016,
p.4) also noted the “lack of granularity” in the more traditional adaptive techniques, often
resulting in a “superficial dramatization” of cutscene and gameplay sequences (Berndt and
Hartmann, 2008, p. 130), and proposed to solve this with a generative approach. It was
found to have a “positive impact on game experiences” and shown to be more effective at
immersing a player than standard techniques. This is also corroborated by the findings of
Elmsley, Groves & Velardo (2018), who mention that this heightened immersion increased
the time spent playing the game. Other advantages of generative systems are they can “play
for long periods while avoiding repetition fatigue”, and also create “vast quantities of music
without the need for a [large] music budget” (Phillips, 2014, p. 232); as such, these benefits
seem to affirm a general belief that generative systems will become increasingly prevalent in
the future (Hedges, Larson and Mayer, 2010; Young, 2012; Phillips, 2014; Baldursson &
Olafsson, 2016).
However, these systems aren’t infallible: technological limitations play a big part,
such as the processing power required, storage and RAM limitations, and issues with
instrument playback (Hedges, Larson and Mayer, 2010). This has ramifications both for
practical aspects, such as efficiently running these systems in-game, and for creative
aspects: Collins (2009) states that while more adaptive, these systems can suffer from lower
production values than adaptive techniques that rely on pre-rendered music. It is
hypothesised that as these technological constraints lessen then all music could be created
in this way (Lamperski & Tahouri, 2016), although currently the implication is a trade-off
between technology and creativity; perhaps in response to this, there is evidence of a hybrid
approach which combines techniques to counteract any shortcomings and meet the needs
of the game (Phillips, 2014). Also, their rarity of use appears to be due to the complex nature
of both “designing and implementing” them (Phillips, 2014, p. 233) and as such they remain
an “unproven method” (Van Geelen, 2008, p. 101).
2.4.2 Implications for composers
Although there is little research relating any immediate implications of generative
systems on composers, there is some mention of the need for a more diverse skillset
(Minter, 2012; Young, 2012). When discussing their own generative system Hedges, Larson
and Mayer (2010, 31:00) state that this technique “doesn’t lend itself to traditional
composition techniques” and therefore they had to find a composer who was “comfortable
C H A P T E R 2 – L I T E R A T U R E R E V I E W | 9
with non-traditional and non-linear methods”; they also point out that their system blurs the
line between sound design and composition. As well as possessing less conventional
composition skills, familiarity with the more technical aspects of integration is recommended
(Deriviere & Kurlander, 2014), which again highlights a crossover between the role of
composer and programmer.
This shows that generative systems may have implications for both required skills
and the role of a composer, yet while a useful starting point these statements fail to probe
the issue in any sort of detail; for instance, what creative processes could be applied when
composing for a nonlinear medium? Is knowledge of adaptive music integration an accepted
standard, or does this quality vary from project to project in the same way as adaptive
approaches? Also, an increasing trend towards the more complex generative approach
could potentially blur the line between composer and programmer, or perhaps render a
composer’s role less critical to a project.
2.4.3 Project specificity
Sources also suggest that the approach taken is defined by the game. Pacaud & Wintory
(2016, 35:15) talk about finding a “happy medium [of] degrees of adaptivity” between linear
and adaptive music content in their game, which suggests that depending on the goals of the
development team adaptive music may not be appropriate (Phillips, 2014); the pace of the
game may not warrant it, for instance (Rohrmann, 2015). Baldursson and Olafsson (2016,
46:32) say that “no [adaptive] system can work without first thoroughly defining game
elements”, while Deriviere & Kurlander (2014) hint at this symbiosis between music and
game by stating that if a gameplay mechanic is flawed then it impacts upon the composer.
Furthermore, Hedges, Larson & Mayer (2010) suggest that both the required style of the
music and the length of the game may be a factor, while it is also stated that generative
music fits “abstract game narratives better than set narratives with traditional plot points”
(Plans & Morelli, 2012, p.3). This further reinforces the idea that the goals and stylistic
choices of the game are intrinsic to the decision to use generative systems.
2.5 Refocus of research question and conclusions
The available literature shows that there is a growing acceptance of the importance
of adaptive music in games, how adaptive music benefits the player, how various techniques
are used and why, and what the future of this field may hold. Particularly, it was the latter
C H A P T E R 2 – L I T E R A T U R E R E V I E W | 10
topic which proved to be crucial: such was the weight of evidence suggesting that generative
music systems will become the prevailing adaptive technique that it prompted a narrowing of
the research question. It was ultimately decided to focus on this specific adaptive approach,
as both the potential and complexity of this burgeoning area may result in the most impact
on composers, therefore the working research question was refined to:
What are the implications of generative music systems on video game composers?
Regarding this, there is little research – either specifically concerning generative music or
more generally - that details the impact on composers. Have composers had to adapt to this
growing trend, and if so, how? To summarise, the questions that arose are as follows:
▪ Regarding the nonlinear and interactive nature of adaptive music are different
compositional approaches required?
▪ Given the technical nature of generative systems, what does this mean for
composer’s skill sets?
▪ Given the perceived inclination towards generative systems, will the role of composer
as we know it change?
▪ Will the increasing sophistication of generative systems allow composers to realise
the vision of adaptive scores more efficiently and to greater effect?
C H A P T E R 3 – M E T H O D O L O G Y | 11
CHAPTER 3
Methodology
This chapter will outline the methodology that was employed for data collection, with regards
to the following:
▪ framework of inquiry based on literature review findings and critical assumptions
▪ research philosophy and methodological approach
▪ data collection method and sampling considerations
▪ how the data will be interpreted and analysed
3.1 Framework of inquiry and critical assumptions
Based on the findings of the literature review, a theoretical framework of inquiry was
developed to focus on the research objectives identified earlier.
Fig. 1, framework of inquiry
C H A P T E R 3 – M E T H O D O L O G Y | 12
The framework, (see Figure 1), was separated into two distinct areas: system-centric
fields of inquiry, which focused on the systems themselves, and composer-centric fields of
inquiry, which focused on working practices and skills. It was deemed necessary to
investigate both angles as questions from each area may inform each other, and any
interrelation would warrant examination.
Also, several critical assumptions were adopted to frame and justify this study, based
on theories found in the literature (see Figure 2):
This serves to illustrate that being as adaptive music is becoming the industry-
standard norm, and that generative music has been shown to enhance immersion most
effectively, it can be logically inferred that generative music will become increasingly
prevalent. Therefore, it is important that composers hoping to succeed in video game music
have an insight into this phenomenon.
3.2 Approach and research philosophy
When designing the method to obtain primary data a qualitative approach was taken. The
questions posed by the framework of inquiry required answers directly related to people’s
working experiences with generative systems, so in terms of epistemology an interpretivist
stance was adopted to greater understand this area from the practitioner’s point of view i.e.
their construction of reality (Creswell, 2003). This also meant that theories and ideas could
be generated inductively, which was especially useful due to the scarcity of research
surrounding this area.
Fig. 2, critical assumptions
C H A P T E R 3 – M E T H O D O L O G Y | 13
3.3 Data collection method and sampling
In terms of the method itself, essentially this study represents case studies of two different
game audio professionals and the systems they developed. The choice of philosophy and
research approach led to unstructured interviews being chosen to generate primary data; it
was felt that this was the best way to realise the phenomenological aspect of the qualitative
paradigm i.e. examine in detail what professionals would experience when composing or
working with generative systems, and gather holistic, naturalistic data of their working
experiences whilst giving the participant the freedom to provide additional information.
Using ideas presented in the framework of inquiry, a loose plan was devised to guide the
interview (see Appendix C) and ensure relevant data was collected.
To obtain the best data possible it was necessary to carefully select experts in the
field, therefore a purposive sampling technique was employed. The general target population
was anyone with a working, practical knowledge of generative systems i.e. game audio
professionals, and criteria had to be established to narrow down the sample frame to yield
the most valuable data sources. Due to the emergent nature of this field it was unfeasible to
be too stringent with selection criteria, although essential characteristics were as follows:
▪ experience in game audio and music
▪ experience working with integration middleware
▪ working understanding of adaptive audio
▪ experience working with generative systems, ideally in a commercially
available game
Two eligible participants were deemed sufficient as this would provide a rich and
diverse data set, while also keeping the amount of data manageable. It is worth noting that,
while this study only focused on two examples, it attempts to derive a broader understanding
of working practices by examining different aspects of their experiences.
With these considerations in place, potential candidates were identified and narrowed
down until the best qualified were found: an audio director who worked on a critically
acclaimed massively multiplayer online role-playing science fiction game (henceforth
referred to as Participant 1), and an audio engineer who worked on a critically acclaimed
action adventure game (henceforth referred to as Participant 2). Not only did these two
experts fulfil the essential sample criteria but also their respective systems bore distinct
C H A P T E R 3 – M E T H O D O L O G Y | 14
characteristics: Participant 1’s system was predominantly melodic in nature, while Participant
2’s dealt solely with rhythm.
After these participants had been contacted the interviews were arranged to take
place via Skype for logistical reasons, as both resided in different countries. The interviews
were conducted independently of each other on 07/03/19 and captured using Skype’s
recording function with the participant’s consent.
3.4 Coding and data analysis
Upon completion of the interviews the raw primary data was then transcribed and coded
using a combination of a priori coding, for which the framework of inquiry was used as
reference, and emergent coding, which allowed for any significant and unexpected topics to
be accounted for. These codes were then arranged hierarchically into themes to allow for
analysis. The coded transcripts in their entirety can be found in Appendices A and B
respectively.
C H A P T E R 4 – D A T A A N A L Y S I S | 15
CHAPTER 4
Data Analysis
This chapter will present the key findings of the study, which proved not only to corroborate
ideas present in the literature but also served to generate new areas of insight into the
subject area. General findings were as follows:
▪ Why generative systems are utilised: insight was provided into various reasons
systems are used.
▪ How generative systems function: human input is an integral part of generative
systems, and there are also implications for required skills of the user
▪ Working with generative systems: generative systems can be viewed as a spectrum,
and as an aid to the compositional process.
▪ Project specificity: the decision to use these systems are based heavily on several
game-related aspects, thus the impact on composers may vary.
C H A P T E R 4 – D A T A A N A L Y S I S | 16
4.1 Why generative systems are utilised
Firstly, to provide context it was deemed necessary to investigate the reasons why
generative systems are used instead of other adaptive techniques; this section will provide a
brief overview of those findings. Upon analysis two distinct strands were observed: solutions
to problems presented by the non-linear nature of game audio, and various game
considerations (see Figure 3).
Fig. 3, thematic hierarchy of why systems are used
C H A P T E R 4 – D A T A A N A L Y S I S | 17
4.1.1 Solution to problems
There were numerous references by both participants to “problems” and the subsequent
search for “solutions” (Appendix A, lines 34 & 38; Appendix B, line 106). One significant area
of “problem” relates to player experience; on multiple occasions Participant 1 refers to
making the “experience a better one for the player” (Appendix A, line 158). Generative
systems were seen to be the solution for both immersion-related reasons, such as the need
for music to reflect the gameplay in real-time (Appendix A, line 35) and support the narrative
where “there was no story” (Appendix A, line 36), and to avoid repetition fatigue through
additional variation (Appendix A, line 152), which would support theories posited by the
literature (Plans & Morelli, 2012; Whitmore, 2014; Baldursson & Olafsson, 2016).
However, new topics absent from the literature were problems relating to resources,
with mention of both financial issues relating to budget size (Appendix A, lines 128 – 129),
and manpower issues (Appendix A, line 75). It is worth noting, however, that these concerns
were only raised by one participant, therefore suggesting that these ideas may not be
applicable generally.
4.1.2 Game considerations
Game-related considerations also bear some significance. Specific game characteristics
such as genre (Appendix A, line 29) and the scale of the game (Appendix A, line 70) are
noted, as are musical requirements such as the quantity (Appendix A, line 71) and type
(Appendix A, lines 123 & 124) of music required. In light of this evidence it may be inferred
that not every game is a suitable fit for generative music - a sentiment that is echoed by
Participant 2 (Appendix B, line 247) and supported by the views of Phillips (2014) - or at
least certain types of game make it more challenging to implement (Appendix B, lines 216 –
217).
4.1.3 Summary
While this data alone does not serve to inform the research question it does provide some
valuable context as to why these systems are used; reasons concerning the enhancement of
player experience support ideas present in the literature while new insight was revealed in
terms of managing budgetary and staffing issues. This resource aspect is particularly
interesting as, although interpreted as existing within two separate strands, could link closely
C H A P T E R 4 – D A T A A N A L Y S I S | 18
with game considerations: a game of a particular size, style or genre may vary the allocated
budget, for instance. This concept of project-specificity became more prominent during
analysis.
4.2 How generative systems function
To gather system-centric data participants were asked to relate how their respective systems
function. Thematic analysis of the data revealed insight into both the operation of generative
systems, within which topics concerning their automated nature and the need for human
input were identified, and how they are designed, within which topics concerning the
system’s modular nature, flexibility and complexity were identified. This is illustrated in
Figure 4.
Fig. 4, thematic hierarchy of system functionality
C H A P T E R 4 – D A T A A N A L Y S I S | 19
4.2.1 Operation
In terms of operation, participants touched upon a defining characteristic of generative
systems: their automated nature, whereby new music is generated automatically (Appendix
A, lines 151 – 153) and can potentially continue “forever” (Appendix A, line 96), supporting
Plans & Morelli’s definition: “composition that evolves in real time according to a specific set
of rules” (Plans & Morelli 2012, p.1). However, more significant were topics tied to some sort
of human input. There are multiple instances where participants relate the necessity for
musical input, be it a “[simple] 8-note idea” (Appendix A, line 91) or full musical piece
(Appendix B, lines 81 – 82 & 143).
User agency is also required to define musical parameters that govern both the
music (Appendix A, line 92; Appendix B, line 150) and the game parameters that will control
them (Appendix B, lines 181 – 182). Furthermore, these parameters then need to be
“hooked up” (Appendix B, line 182) to function in-game. This suggests that these systems
are perhaps not as automated as they may appear to the uninitiated; some degree of human
input is essential to operate them.
4.2.2 Design
Regarding design there is evidence to suggest that generative systems are modular in
nature, comprising of a “brain” that houses the algorithm (Appendix A, line 88), proprietary
software that enables the user to define musical rules and parameters (Appendix A, line 89;
Appendix B, line 149), and the facility to incorporate this into audio middleware or game
engine (Appendix A, line 94; Appendix B, lines 179 – 180). This shows clear evidence of a
pipeline when working with these systems, which may have implications for a composer’s
skillset: if they are required to work with all “modules” then it is possible that more technical -
possibly non-musical - expertise would be required, although the fact that this modularity
enables the user to focus solely on individual aspects may render this theory moot.
Moreover, this modularity is indicative of the flexibility of generative systems, a
concept which is expanded upon in the data: there is evidence that these systems can
perform multiple functions (Appendix A, lines 176 - 177), and form part of a hybrid system
with other adaptive music techniques (Appendix B, lines 146 – 147). Participant 2 also
alludes to a certain versatility by musing “there’s always a way to make it work with the
game” (Appendix B, lines 213 – 214). This is significant in that it implies a wholly generative
music system is not necessary; rather, it can work alongside other techniques, which
C H A P T E R 4 – D A T A A N A L Y S I S | 20
incidentally is how it was utilised in Participant 2’s game (Appendix B, lines 136 – 143 & 148
– 152). This theory would also support ideas in the literature of a hybrid approach (Philips,
2014).
However, it is apparent that there is an inherent complexity in the design. Participant
2 makes note of how “complicated” (Appendix B, line 160) their system is, as well as the
“challenging” nature of using them in general (Appendix B, line 203). This further
substantiates Philips assertions of complexity, suggesting that specialist expertise may be
required, and has ramifications for workflow: time spent navigating these complexities may
result in a composer spending less time on their musical duties.
4.2.3 Summary
In summary, the functionality of generative systems does appear to have implications
for the composer who utilises them. The fact that there are various phases throughout the
pipeline that necessitate human input, and the evidence that their complex nature may call
for a level of additional expertise, implies that composers may have to dedicate additional
time to learning these systems to operate them. This may also result in added responsibility
for the composer in terms of duties, although the modular nature of the systems would allow
for certain tasks within the pipeline to be delegated to other personnel; hypothetically, a
composer could focus solely on creating musical ideas and defining musical parameters
while a programmer handles the implementation.
4.3 Working with generative systems
Composer-centric data was collected when participants discussed areas that related to how
composers work with generative systems. Analysis revealed several key themes: areas
linked to desirable skills, such as personality traits and background; how these systems
affect a composer’s role, in terms of a possible redefinition of the role and the existence of
various support networks; and how they serve to function as a compositional aid, in terms of
workflow and as a tool for skills development. This is illustrated in Figure 5.
C H A P T E R 4 – D A T A A N A L Y S I S | 21
4.3.1 Desirable skills
In accordance with ideas in the literature that suggest the need for a more diverse skillset
(Minter, 2012; Young, 2012) there is evidence that a background in music, audio and
computers may be advantageous: both participants possess a musical education (Appendix
A, line 52; Appendix B, line 11) and prowess in musical technology and programming
(Appendix B, line 62 & 63). This would support the idea expressed earlier that specialist
expertise is important; both musical and technical knowledge are required skills, and as such
appear fundamental. Also noteworthy is the mention of various personality traits such as
versatility (Appendix B, lines 98 – 99) and statements that infer adaptability (Appendix B, line
128) and open-mindedness (Appendix B, line 99). This is perhaps reflective of the emergent
and still-evolving nature of these systems and implies that the composer using them must be
able to change along with it, or, as Participant 1 puts it, to “evolve further with our minds”
(Appendix A, line 278).
Fig. 5, thematic hierarchy of working with generative systems
C H A P T E R 4 – D A T A A N A L Y S I S | 22
This concept of embracing change is further implied by Participant 1 who, when
discussing other composer’s perceptions that generative music will “take work away” from
them, states that these views come from “mainly older composers [who are] not so much
interested in new things” (Appendix A, lines 116 – 117). The fact that this is attributed to
more experienced composers suggests that a willingness to experiment - rather than a
reliance on more well-established techniques and ideas - may be necessary, which in turn
has further implications: a change in attitudes and difference of approach may be required
when composing with these systems.
4.3.2 Role
In terms of how generative systems relate to a composer’s role, one unexpected area that
emerged was that of support networks. “Help” from colleagues was a prominent term
(Appendix A, line 58), as was working in “team[s]” (Appendix B, line 68) and the mention of
social networks (Appendix B, line 53). This would further support the idea of complexity, as it
appears a communal effort is necessary to overcome the inherent intricacies, and also bears
new meaning in light of the evidence of modularity and necessary skills: the presence of
other skilled individuals lends credence to the idea that elements of the system pipeline
could be delegated to other personnel, and this in turn may reduce the need for advanced
technical knowledge on the composers part.
Perhaps more critical was the inference that generative systems may redefine the
role of a composer. In this regard the notion of “fear” was evident; either the intimidation of
working with these systems (Appendix B, line 99), or the fear that composers themselves
may be replaced by them (Appendix A, line 116). This would indicate a somewhat negative
perception, however there is evidence to suggest that these fears may be unwarranted, such
as the fact that human input at each stage is essential and statements that suggest an
increased accessibility for composers “on all levels” (Appendix A, 196), regardless of a
traditional background or training (Appendix A, line 200 – 202). Furthermore, Participant 1
seems to challenge the preconceptions of the role:
“What does ‘a composer’ mean? If I compose a line of music, am I
composer, or do I have to go to school?” (Appendix A, line 194)
This is especially interesting as it questions not only necessary expertise but also appears to
prompt debate about the required level of input, which is further reflected in the data:
C H A P T E R 4 – D A T A A N A L Y S I S | 23
“…putting [musical ideas] into [generative system], [generative system]
creating something out of it, something new, something similar but
something else, and you use part of it in the game and have [generative
system] compose part of it. Some of it you don’t want to be touched and
you use it unchanged from what you composed, or you don’t use
[generative system] at all in the game…” (Appendix A, lines 151 - 155)
This illustrates the usage of generative systems as a spectrum, in much the same vein as
Pacaud & Wintory’s remarks about “degrees of interactivity” (2016, 35:15), that allows for
greater or lesser levels of input where one pole represents absolute human input through to
the other which represents absolute generative system output. Participant 1 also suggested
expertise may be a factor:
“…[if] you don’t have the background of a composer but your ideas are
better than a composer’s, then why shouldn’t you be allowed to – as a
programmer, maybe – to do music?” (Appendix A, lines 200 – 202)
When this is also conceptualised as a spectrum, and used in conjunction with the spectrum
of input, it can be theorised that the level of input is inversely related to the level of expertise
required; essentially, users with less expertise can obtain musical results with greater
Fig. 6, theoretical model of spectrum of input vs. spectrum of expertise
C H A P T E R 4 – D A T A A N A L Y S I S | 24
reliance on a generative system (see Figure 6). While it does not necessarily follow that
more experienced composers would utilise generative systems less, it does demonstrate
their accessibility for less musically trained users.
This issue of human input is also subject to a stark contrast of opinion: Participant 1
is firmly of the belief that a “human touch” is not necessary to “make music really interesting”
(Appendix A, lines 236 – 237), whereas Participant 2 states they are “convinced” that “we’re
never going to replace composers” (Appendix B, lines 263 – 264). These radically polarised
views were felt so significant that they warranted further examination, as will be apparent
hereafter.
4.3.3 Compositional aid
Another key topic was the concept of generative systems as a compositional aid, with
numerous references made to them being a “tool” (Appendix A, 141) or “instrument”
(Appendix B, line 119) that “help[s] the composer just compose” (Appendix A, line 131), with
the added bonus of facilitating skills development: Participant 1 refers to their system as an
“educational tool” that will “help [them] become a better composer” (Appendix A, lines 142 &
159). This suggests that rather than being a means to directly replace composers, as has
been discussed previously, generative systems are instead intended to be harnessed as a
tool which can help the compositional process. This is demonstrated in the data by various
issues relating to workflow, which were discussed frequently: benefits to time-efficiency
(Appendix A, lines 125 & 134 - 135) and inspiration (Appendix A, lines 136 & 141) were
noted, although one drawback is the limited sonic palette that composers may have to work
with (Appendix A, lines 245 – 246; Appendix B, lines 122 – 123).
Perhaps most noteworthy, however, is that despite evidence that indicates a different
approach or mentality may be required there is evidence that shows these systems still allow
composers to retain a more “traditional” workflow, thus contrasting the views of Hedges,
Larson and Mayer (2010, 31:00) that generative systems don’t “lend [themselves] to
traditional composition techniques”. Participant 2 claims they wanted the composer to “be as
true to his process as possible” (Appendix B, lines 118 - 119) and so minimised the extent to
which the system affected this; in essence, the workflow remained practically unaltered, as
only the MIDI files and audio assets were required, around which the generative elements
were designed (Appendix B, lines 136 – 143). This further corroborates the idea of
generative systems as a spectrum: in this instance the usage was relatively low when
compared to the system of Participant 1.
C H A P T E R 4 – D A T A A N A L Y S I S | 25
Furthermore, Participant 1 explicitly states that their system “lend[s] itself to
traditional composition” (Appendix A, lines 214 – 215) and mentions ongoing development of
a VST so that it may be used in standard DAWs (Appendix A, line 165). This integration of
generative system into common DAW represents an endeavour to make these systems
more accessible without the need for additional expertise, training or software; as such, it
represents Participant 2’s hope that using these systems becomes more streamlined
(Appendix B, lines 255 – 256).
4.3.4 Summary
In addition to substantiating some theories posited by the literature, the acquisition and
analysis of composer-centric data also revealed fresh insights. Musical and technical
knowledge appears to be important, as does possessing a versatile, liberal and progressive
mindset, evidenced by the need to embrace new technology and techniques. Also, the
existence of support networks may help to offset the complexity of these systems, as a
composer would be able to lean upon the expertise of others.
Perhaps most striking, though, was the other evidence presented. It is intimated that
generative music systems are viewed with trepidation by some composers, even as
something of a threat to their vocation, which may be the result of either unfamiliarity or
unawareness. The data goes some way to address these fears; in fact, one could almost
regard them as a misconception when taken in conjunction with the evidence that a degree
of human input is essential. Indeed, it could be posited that the phrase “generative music” in
its current guise is something of a misnomer, a blanket term for something more nuanced
and multi-faceted: rather than being a take-it-or-leave-it musical approach it can instead be
thought of as a spectrum, where it can be applied as much or as little as required depending
on the goal, and even used in conjunction with other adaptive techniques to support them.
Also, there is the notion that these systems are a “tool” or compositional aid that can
be utilised to expedite the compositional process, either to “free up time” so that more critical
aspects of the music can be focused upon (Appendix A, lines 125 – 126] or to provide
inspiration. This again points towards generative systems as a utility to be benefitted from
and would suggest the only implication for the composer would be a need to enact a change
in perceptions and embrace them. One could also argue that evidence indicating retention of
a more traditional workflow suggests minimal impact on the composer, and evidence of
integration into DAW software suggests a streamlining process that results in even greater
accessibility; as such, this “tool” could eventually could become as commonplace as the
digital EQ or reverb plugins that we use today.
C H A P T E R 4 – D A T A A N A L Y S I S | 26
4.4 Project specificity
One area which upon further scrutiny emerged as crucial was the idea of project specificity;
this general theme was apparent in the literature (Phillips, 2014; Rohrmann, 2015) and
became more obvious when examining the data. The fact that the two participants had
contrasting opinions on the level of input proved to be a catalyst for understanding this; to
understand this disparity the spectrum of input model was applied, and despite their high
levels of expertise (evidenced by their musical and technical backgrounds) they both sat at
opposite ends of the spectrum (see Figure 7).
Possible reasons for this could be the fact that their systems are very different beasts
- one harnesses melody and harmony, the other is predominantly rhythmic - and the games
they are implemented in are also different; one is an online multiplayer RPG while the other
is a single player action-adventure game. This suggested that the goals of the project itself
have a bearing on whether or not generative systems are used; the data itself also supports
this, as Participant 2 debates whether all “game[s] really need” generative music (Appendix
B, line 211), and states there is “a chance where it’s just not going to work with the game”
(Appendix B, line 247). Using this concept as a basis for thematic analysis it was found that
there are implications that extend to all other areas discussed previously.
Fig. 7, illustration of participants opinions on level of input
C H A P T E R 4 – D A T A A N A L Y S I S | 27
4.4.1 Goals of the game
First it is important to realise that there are various factors that determine whether
generative systems are implemented; this is illustrated in Figure 8:
As noted to section 4.1 there are various reasons why these systems are
implemented: game considerations, such as game characteristics and musical requirements,
and solutions to problems, such as resource issues. A game’s characteristics and musical
requirements can also be seen to interrelate, as genre and scale of a game would directly
affect the style and quantity of music. Similarly, the same can be said of resources; a large
game of a certain genre may require a greater budget. However, these aspects alone don’t
determine a system’s use: these all appear to be dependent on attitudes, as participant 2
notes that it “comes down to people’s motivation to use it” (Appendix B, lines 214 – 215),
particularly the inclination of the audio director or whoever is overseeing the project
(Appendix B, line 211).
Fig. 8, why generative systems are utilised
C H A P T E R 4 – D A T A A N A L Y S I S | 28
4.4.2 Aspects of generative systems
Also, when certain aspects of generative systems are factored in they too interrelate and
have a bearing; see Figure 9 below.
This illustrates the following points:
▪ Flexible design: the flexibility and modularity of their design, as detailed in section
4.2, has implications for resources. For example, the size of team may be a factor:
the modular nature would allow either a team to work on separate modules, or one
skilled member to work with all.
▪ Flexibility of use: concepts such as generative systems as a compositional aid, the
fact that it functions as a spectrum, and the benefits to improving workflow (see
section 4.3) have a bearing: games with differing musical requirements could
potentially use as much or as little generative content as desired. For example, a
game that required a large amount of music would be better suited to using more
Fig. 9, aspects of generative systems that affect why they are utilised
C H A P T E R 4 – D A T A A N A L Y S I S | 29
generative content than one that requires little. There may also be economic benefits
– both financially and in terms of manpower.
▪ Bespoke nature: the fact that this area is an emergent field is significant. It was
mentioned how there are currently few solutions available (Appendix A, lines 39 &
49) and the subsequent experimentation that is required as a result (Appendix A, line
137; Appendix B, line 77); this suggests that resources would have to be devoted to
developing a bespoke proprietary system in the first place.
▪ Technological limitations: memory constraints (Appendix B, line 120) and instrument
playback issues (Appendix A, line 245 – 246), would have a bearing. This impacts on
game characteristics: a large game of a certain genre may not allow as much
processing power to be devoted to the audio system as a smaller one, for example,
and this in turn means that they may be utilised less, or not at all.
4.4.3 Summary
There is some credence to ideas in the literature regarding project specificity, although more
thorough examination has revealed the extent to which this is the case: the existence of both
various game-specific factors and aspects of generative systems themselves. As to how this
informs the research question, the answer is somewhat simple but far-reaching: the
evidence that the use of generative systems is based on such a myriad of factors would
suggest the chances of a composer encountering one could vary wildly. The game, it’s
musical requirements, the size and finances of the development team, even the limitations of
current technology, all play a part in determining whether these systems are deemed
suitable. Perhaps most significant was evidence that it likely comes down to the preference
of whoever is directing the project; even if a game is perfectly suited to incorporate a
generative system, the fact that the audio director may be unwilling to use one, or even
unaware of their existence, would result in them going unused.
C H A P T E R 5 – C O N C L U S I O N | 30
CHAPTER 5
Conclusion
5.1 Research objectives and findings
In conclusion, the aim of this study was to explore the following question:
What are the implications of generative music systems on video game composers?
To achieve this, four objectives were pursued: to examine the literature and identify key
areas and research gaps, to gather qualitative data on both how generative systems work
and what it is like utilising them, and then to evaluate this data in terms of impact for
composers.
It was found that both system-centric and composer-centric aspects have
implications for composers. In terms of how they are designed, generative systems comprise
of modular parts wherein exists a pipeline that necessitates some degree of human input,
which may require additional computer and music skills to harness. More significant however
were composer-centric findings, both in terms of how a composer works and what their role
entails. New insight was gained into how generative systems can be viewed as a
compositional tool that aids workflow, improves compositional skills and be perceived as a
spectrum of input rather than a threat to composers. Additionally, being as the use of these
systems depends on various project-specific factors means that the chances of a composer
working with one may vary.
5.2 Limitations and further research
While this study was successful in generating new insights into the research area, it wasn’t
without limitations. It is worth noting that the study is representative of two participants
viewpoints, and as such cannot be generalised. Also, due to the emergent nature of this
field, and the scarcity of research available, there is a danger that this study attempted to
overreach in terms of data it collected. While a broader understanding was attained, deeper
C H A P T E R 5 – C O N C L U S I O N | 31
knowledge of actual working practices may be required; to this end, first-hand accounts from
composers who have worked with generative systems would be beneficial, or perhaps a
practice-led study that focused on composing generatively.
5.3 Final remarks
While the findings of this study indicate fresh, new insights for how composers can view
generative systems it is apparent that this is an area of subjectivity; this can be seen in the
polarised views of the participants regarding the necessity of human input to create music,
and in the fact that the decision to use them may be out of the hands of the composer
entirely. Indeed, speculation about the future of generative systems in games showed
uncertainty (Appendix B, line 202) and a general lack of consensus (Appendix A, line 233).
However, this can perhaps be attributed to the fact it is an emergent field with no
industry standard. It is clear this is an area with a lot of promise - both for games and other
applications (Appendix B, lines 282 – 284) - that could potentially change not only how a
composer creates music but how we view the role itself, and one which will hopefully
continue to be investigated.
B I B L I O G R A P H Y | 32
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https://www.designingmusicnow.com/2016/06/13/advantages-disadvantages-common-
interactive-music-techniques-used-video-games/ [Accessed 30 Oct. 2018].
▪ Thomas, C. (2017). Composing Music for Games. Milton: Taylor & Francis.
▪ Van Nispen tot Pannerden, T. et al. (2011). The NLN-Player: A System for Nonlinear Music in
Games. In Proceedings of the International Computer Music Conference 2011. International
Computer Music Conference 2011. University of Huddersfield: International Computer Music
Association.
▪ Velardo, V. (2017). What is Adaptive Music?. [online] Melodrive Blog. Available at:
http://melodrive.com/blog/what-is-adaptive-music/ [Accessed 27 Oct. 2018].
▪ Velardo, V. (2019). Audiokinetic Blog. [online] Blog.audiokinetic.com. Available at:
https://blog.audiokinetic.com/players-have-spoken-video-game-music-must-be-adaptive/
[Accessed 30 Apr. 2019].
▪ Wang, A. (2015). Generative Music and Video Games – Five College Digital Humanities.
[online] 5colldh.org. Available at: http://5colldh.org/generative-music-and-video-games/
[Accessed 1 Nov. 2018].
▪ Whitmore, G. (2014). Peggle 2: Live Orchestra Meets Highly Adaptive Score. In: Game
Developers Conference. [online] Available at:
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2018].
▪ Young, D. (2012). Adaptive Game Music: The Evolution and Future of Dynamic Music
Systems in Video Games. BSC (Hons). Ohio University.
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Immersion. Journal of Psychology & Psychotherapy, 05(04).
APPENDIX A
Coded interview with Participant 1, carried out on 7/3/19. Duration 39 mins 18 secs.
[Beginning of recorded material] Code
A P P E N D I X A | 35
Interviewer: So, could you start with telling me a little bit about yourself? Just a 1
little bit about your personal background, if you’ve come from a musical 2
background, things like that? 3
Participant 1: Right, so my background lies in computers and music, obviously, like 4
most people that are in audio, at least for games. I studied computer engineering 5
and music, and I worked as all kinds of things: radio, sound design, in the 90s I was 6
doing 3D audio. Not as a programmer, per se, or doing V.R.M.L, but just as a sound 7
designer. More like that, with programmers. Actually, before that I studied in the 8
U.S for three years: recording engineering. I wanted to be… well I wasn’t sure what 9
I wanted to be! I guess going there was like an excuse to go out of Iceland for a bit. 10
So while there I got, not so much… this is in the early 90s, we weren’t really doing 11
much with computers at all then. We were using computers in the studio, but that 12
was about it. When I came home the internet was coming in fast, and technology 13
was growing really fast so I got interested in sound for virtual reality, which actually 14
died around 2000. We sort of forget about virtual reality before 2000 actually; 15
computers weren’t fast enough. 16
So my background is music: I’ve played in, like all of us have, bands (electronic and 17
other kinds of bands), and I’ve been interested in synthesisers and stuff like that. 18
But then I had a family, I couldn’t really support the family with music and doing 19
stuff like that. I ran a recording studio with an SSL and all the bells and whistles, 20
and that didn’t work here in Iceland because it’s just too expensive, there’s too few 21
people here. So I started working in the computer business just a salesman, and 22
that was around 2005-2007, and it was quite nice actually. It was a good time be 23
alive, with a family and a business like computers, so I forgot about audio for a 24
while. 25
I came back to it in 2008 when I joined [company]. When I joined [company] I 26
joined as an audio director… they wanted to make audio more important in the 27
game than they had, so they hired me for some reason! When I came in, in 2008, I 28
saw this game, [video game], that had… it was an MMO and it didn’t really have… 29
well it did have some sort of audio engine from here and there, just stitches from 30
here and there, they weren’t really doing it like they should have really. So I saw an 31
opportunity to use this new system called Wwise, I’m sure you’ve heard about it, as 32
a middleware engine and we started using that in 2009. But really soon I started 33
thinking about the music, how could we solve that problem? Because we had this 34 Reasons systems are used:
Solution to problem
Reasons systems are used:
MMO
Additional skills:
Prereq. For game audio
Additional skills:
Background in computers
Additional skills:
Background in music
Additional skills:
Background in audio
Additional skills:
Background in audio
Additional skills:
Background in music
Additional skills:
Interest in technology
Additional skills:
Background in audio
Additional skills:
Background in computers
Specialist role
Reasons systems are used:
Immersion – player exp.
Audio engine inadequacy
A P P E N D I X A | 36
game that was happening in real-time but the music wasn’t happening in real time. 35
There was no story, and why should the music be written before the story 36
happened? It didn’t really make sense to me, so that was the main reason why I 37
started looking for a solution for that. 38
So I started looking and I didn’t really find much, I found some examples of real-39
time music on the net, and a couple of interesting ideas. Actually, the only real 40
attempt at this was Electronic Arts with Spore, I’m sure you’ve heard about that, 41
with Brian Eno and six programmers… really expensive, I didn’t have the budget for 42
that obviously. So that was an interesting experiment I think, but it was really 43
simple though; I looked at it and listening to it and it was really… well, I’m a Brian 44
Eno fan like many of us are, but it was really simple like they were just using the 45
white notes on a piano. It was a totally fantasy world, with fantasy characters, and 46
it was easy to make something out of that. Well, not easy but not a huge problem, 47
so it kind of worked. 48
So I couldn’t find a solution out there, and I guess there isn’t a solution out there 49
yet, this is in 2009. So I thought about doing this myself instead of finding someone, 50
and just attacking the problem myself. I found… well, I didn’t find [colleague] right 51
away. I went to the music school here, I did my Master’s in composition and had 52
[colleague], as my mentor. He introduced me to his system, [system], and I started 53
experimenting with that and working with him on possible solutions for this. And 54
more and more I became aware that this might be a solution, something like 55
[system]. 56
So yeah, that’s really… when I graduated in 2011 I admitted this would be the thing 57
to look at, [system], and maybe help [colleague] (with him helping me as well), 58
taking this forward. We started getting grants from the government here, I helped 59
him get grants to work on this, while I continued work on [video game]. And he has 60
been working ever since on this, and today we have a programmer here in-house 61
working on the system… it’s really [colleague’s] product still, it’s his product it’s not 62
our product. But he has a programmer inside [company] working on the project, 63
creating a plugin for Wwise and right now it’s running in-game composing music. 64
And that’s a first I know of, at least, that’s in a game. Maybe there is another 65
solution, probably is, but I haven’t heard of it. 66
Interviewer: I see. So, just returning back to when you were talking briefly about 67
the decision to move from using Wwise into exploring what [system] could offer, 68
what was it about the game itself that prompted you to make that decision? 69
Reasons systems are used:
Immersion - reflect visuals
Reasons systems are used:
Narrative – lack of
Reasons systems are used: Expense/small budget
Reasons systems are used:
Convenience/personal (?)
Reasons: Solution to problem
Emergent: underdeveloped
Reasons systems are used:
Solution to problem
Reasons systems are used:
Solution to problem
Emergent area: Underdeveloped
Emergent area: Potential
Emergent area: Experimental
Emergent area: Underdeveloped
Reasons systems are used:
Fantasy game
Additional skills:
Background in music
Help and support
Emergent area: Still developing
Help and support
Emergent area: Experimental
Reasons systems are used:
Solution to problem
Emergent area: Underdeveloped
A P P E N D I X A | 37
Participant 1: Well, mainly that… So, we had this huge game. And, of course, we 70
great system that is Wwise. And we can create music, many hours of music, and we 71
can just play it randomly in the music system in Wwise if you know how it works, 72
and it can work really well. However, since I was… the audio department here is 73
really small, it’s just me and the programmer. Actually, there’s a team in London 74
now helping me but back then it was just me, and one programmer. I couldn’t see 75
how I would find the time to make a bunch of music, hours of music, to play in the 76
game. So first of all that, and so that’s why I thought “well, couldn’t there just be a 77
system that could compose music for me?”. Secondly, the game didn’t have a story; 78
how do you compose music for a story that hasn’t happened? So that was the real 79
idea, that was real recent… I started searching for a solution because if there isn’t a 80
story what do you do? You compose music to maybe dangerous situations, and use 81
it as you need? But to me that was, obviously a possibility and we have done that, 82
but it’s not perfect and I just want to make this perfect. So that’s why. 83
Interviewer: I see. So, can we talk more in-depth about the [system] system itself? 84
You’ve mentioned that it was designed by [colleague], can you tell me a bit about 85
how it works within your project? 86
Participant 1: So, I cannot tell you the details of the system, since I’m not the 87
programmer behind it. But how it works is that we have a brain, a [system] brain, 88
that can be situated anywhere, and we have a program called [system] Composer. 89
You as a composer, you sit down with [system] Composer, you write an idea, like 90
an 8-note idea. Really simple, it can just be a few notes. And you tell [system] what 91
to do with these notes, what it can do and what it can’t do, and how long it should 92
be, and so on and so forth. What you do is then after using Composer is you export 93
it, export it as a cell – we call it a cell – and import it into the plugin in Wwise. In 94
Wwise the plugin will use the cell that you created in Composer and it will compose 95
how ever long you want. You want it to be a year? A day? Whatever. Forever, 96
maybe? So it’s not really… I don’t have the nitty gritty of the system itself, but you 97
can see a lot about it on the homepage of [system] and I can send you some more 98
info if you like. I know he was using, if you’re interested in math and stuff like that… 99
if that’s what you need? Is that something you think you’d…? 100
Interviewer: I think so, yeah, that could potentially be quite useful, yeah. 101
Participant 1: I can ask him to provide me with all of the info that he has on 102
[system], all of how it… well, I know he can’t tell you everything but I’m pretty sure 103
there’s some information you can benefit from really. I can send you the 104
documents. 105
Reasons systems are used:
Scale of game
Reasons systems are used:
Small audio dept.
Reasons systems are used:
Time restraint
Reasons systems are used:
Narrative – lack of
Reasons systems are used:
Immersion – player exp.
Reasons systems are used:
Solution to problem
How systems work:
Hum. agency – musical input
How systems work:
Define musical parameters
How systems work:
Modular
How sys. work: Musical inpt.
Types of system: Melodic
How systems work:
Define musical parameters
Reasons systems are used:
Lot of music
Reasons systems are used:
Lot of music
Reasons systems are used:
Inadequate alternatives
How systems work:
Modular
How systems work:
Flexible
A P P E N D I X A | 38
Interviewer: Yes, thank you, that would be really useful! So, as you briefly touched 106
upon there, when using this system the composer writes the initial ideas and the 107
rest of the music is generated based on these musical ideas. I know in your 108
[presentation] you discussed how the composer sets the various intervals they’d 109
like to use, things like that, so with regards to looking at generative music from a 110
composer’s perspective how do you feel would affect their role, the traditional 111
composer’s role if that makes sense? 112
Participant 1: We’ve been obviously to [conference] with this, we’ve been to 113
[conference] in Brighton with this, showing it off to various people. We’ve met 114
various people, various composers, and we’ve had quite a lot of scared composers! 115
That this will take work away from them. These are mainly older composers that 116
are not so much interested in new things, but also younger composers, and then 117
we’ve had people who are just generally interested in whatever is there. I would 118
say that if you play games… do you play games? 119
Interviewer: I do, yes. 120
Participant 1: So you know that 70% of game music is exploration music? You play 121
Fallout, for example, the majority of it is just you walking somewhere in a desert or 122
whatever, wherever you are, and you’re hearing some exploration music that’s just 123
ambient. So I would say that this would greatly benefit… a system like this would 124
make the game a better game as it would free up time for the composer to write 125
more heroic things for the game, or cutscenes, or whatever you use in the game, 126
creating more good stuff for the game and making it a better experience, I think. 127
Because usually there’s only a certain budget for music in games, and it’s usually… 128
well, not always, but very often it’s not very high it seems. So taking that budget 129
and really making the most of it, a system like [system] can only benefit the game; 130
apart from making more important art or music for the game to make the 131
experience a better one for the player I think that also having a system like this, a 132
tool like [system] Composer, will help the composer just compose! Imagine putting 133
in an idea and making a fugue in a minute instead of two weeks, writing it out for 134
all the instruments and everything. You can use your time more efficiently, 135
obviously, and it will give you new ideas. 136
I always, I try to find new ideas using […] or Max/MSP or whatever, I tried all of 137
these systems and there’s a lot of good stuff that people have done with this. All of 138
it… I mean most of it is not extremely useful, but all of it is very interesting and 139
gives me ideas, and that’s very valuable. So even if you don’t use [system] live in 140
the game, having a tool like this that gives you ideas on this is extremely important, 141
Reasons systems are used:
Small budget
Reasons systems are used:
Immersion – player exp.
Reasons systems are used:
Immersion – player exp.
How they affect role:
Perceived negative impact
How they affect role:
experience
Compositional approach:
Time-efficient
Compositional approach:
Time-efficient
Compositional approach:
Inspiration
Compositional approach:
Inspiration
How they affect role:
Compositional aid
How they affect role:
Compositional aid
Reasons systems are used:
Type of music needed
Reasons systems are used:
Type of music needed
Emergent area: Underdeveloped
A P P E N D I X A | 39
not only for games but just for music. So I guess I’d say it’s also an educational tool 142
that will help the composer, all composers. But with games, I mean we’re talking 143
more quality in the game, a better experience for the player, I would say. 144
Interviewer: It’s almost like a hybrid approach then, if I’m understanding you 145
correctly, like the composer hypothetically could write the music in a more 146
traditional sense, and the generative system will complement that almost, like the 147
best of both. 148
Participant 1: Yes, I absolutely agree with this. So I think that’s extremely exciting: 149
having the composer sitting down with his favourite sequencer creating music, 150
taking the […] created with the sequencer, putting it into [system], [system] 151
creating something out of it, something new, something similar but something else, 152
and you use part of it in the game and have [system] compose part of it. Some of it 153
you don’t want to be touched and you use it unchanged from what you composed, 154
or you don’t use [system] at all in the game but you just have these ideas and you 155
continue using [system] just to help you compose. Or you can go the other way and 156
only use [system] to compose, I mean it’s just… I think there’s no one way to use it. 157
It’s just a tool that will help make the experience a better one for the player. I 158
mean it will help the composer become a better composer as well, I think, and I 159
think in the end it will help the game to become a better game, and the experience 160
will be a better one for the player. That’s the end goal, I think, and that’s what 161
we’re trying to do. 162
It’s kind of funny that you contacted us now because we are really making a lot of 163
good progress with this right now. We have this running in-game as a plugin in 164
Wwise, they’re starting to create a VST plugin with it so you could use it in any… 165
like Cubase, or whatever, and it’s there. It’s very amazing that you contacted us 166
now because it’s starting to move. And you can actually go to App Store and 167
download [system] Composer, a free version of it, to try it out and there’s always 168
some new stuff, we’re working on some new… But I mean when the VST plugin is 169
out you kind of don’t need the Composer, you can just use the plugin instead. But 170
now we are working with a Danish composer who’s coming in here, he’s going to 171
help us compose some new music. I think it’s really important to get someone new, 172
some new blood in this, and new ideas running with this work, and he’s going to 173
help us compose some […] music, some parts of the game are really dark and it’s 174
really unknown, the territories, and we think the music like clusters will work really 175
well. We’re thinking of using [system] either to make the clusters, or to make 176
melodies over clusters that we make, we don’t know. It can be either one. 177
Reasons systems are used:
Immersion – player exp.
Reasons systems are used:
Immersion – player exp.
Reasons systems are used:
Immersion – player exp.
How they affect role:
Educational
Reasons systems are used (?):
Additional variation
Compositional approach:
Inspiration
How they affect role:
Compositional aid
Compositional Approach:
Educational
Compositional approach:
Traditional workflow
Compositional approach:
Emulate trad. workflow (?)
Compositional approach:
Traditional workflow
How systems work:
Limited functionality (?)
Emergent area: Still developing
Emergent area: Potential
Help and support
Help and support
Help and support
How systems work:
Flexible
A P P E N D I X A | 40
[System] is not, I would say, an answer to everything. It’s a tool to accompany 178
whatever you do, at least for us. And then there are… I was talking the other day to 179
an indie gamer, who’s making indie games really on a tight budget, and it’s really 180
difficult for them to find music. For them to find quality music that they can use, 181
and it’s really expensive to get someone to compose something decent, so I think 182
this would help that group really, a system like this that can compose something 183
simple, something decent for a small indie game. 184
Interviewer: Briefly going back to what you said about developing [system] as a 185
VST, that’s really interesting. I feel that… from some of the research that I’ve found 186
previously, they mention that these procedurally generative systems can 187
potentially blur the line between being a true composer and a programmer, if you 188
understand, whereas just using it as a VST in your DAW would allow you to retain 189
that more traditional composer role without going too deep into learning the 190
programming system per se. 191
Participant 1: I mean, so if we go back to the problem, if we can talk about it as a 192
problem, with composers being afraid. They’re debating how they should market 193
this. Is this a tool for composers? What does a composer mean? If I compose a line 194
of music, am I a composer, or do I have to go to school to become a composer? I 195
think the idea is to say this is a tool for composers on all levels, something like that. 196
I don’t think we should tie this to… just aim at composers who’ve gone to school 197
and learnt all the tricks in the book, because why should we? If you can make 198
something that works, and you’re just interested and you have some great ideas 199
but you don’t have the background of a composer but your ideas are better than a 200
composer’s, then why shouldn’t you be allowed to – as a programmer, maybe – to 201
do music? That’s my stance on this. 202
Interviewer: I see. There’s an argument… a source, when discussing their own 203
system in a similar vein to this, they talk about… well, in their own words: “doesn’t 204
lend itself to traditional compositional techniques” so therefore they had to find a 205
composer who was comfortable writing in a non-traditional, non-linear fashion. 206
What are your thoughts on that argument? 207
Participant 1: Where is that document from? 208
Interviewer: It’s from another [presentation], from Hedges, Larson and Meyer. Let 209
me see if I can find the source itself… 210
Participant 1: Can you repeat the argument? I sort of lost you a little… 211
Reasons systems are used:
Small budget
Reasons systems are used:
Expense
How they affect role:
Compositional aid
How systems work:
Limited functionality (?)
How systems work:
Limited functionality (?)
How they affect role:
Perceived negative impact
How they affect role:
Compositional aid
How they affect role:
Accessibility
How they affect role:
Accessibility
How they affect role:
Redefine role
A P P E N D I X A | 41
Interviewer: It’s talking about how their system “doesn’t lend itself to traditional 212
compositional techniques…” 213
Participant 1: Right, right, yes. So I mean, [system] actually does lend itself to 214
traditional composition. It uses old methods in the background to compose music. 215
It relies on… it uses the whole orchestra for orchestration, really. I don’t think… I 216
think we will have to maybe readdress some of these methods for [system] in the 217
future. I don’t know for sure but something tells me we might, because things 218
change, how music is made and how everything is made. We’re not afraid… I’m not 219
afraid… I don’t there should be one set way of doing anything. 220
I think it’s great there’s a system that doesn’t do that, like the one you were telling 221
me about, that doesn’t have the… that’s just great. I think that’s awesome. I think 222
that even composer that only knows how to traditionally… they should really try to 223
do it untraditionally. It’s gonna make them better composers, as well. They will be… 224
they greatly benefit from something like that, I think. That’s my stance on it. 225
Interviewer: Thank you. So, moving on to the future, if you like… a lot of sources 226
herald this procedural type of music generation as being the future of 227
interactive/adaptive techniques in general. What do you feel about that? 228
Participant 1: I was discussing this… not quite this, but something similar. We were 229
just up in the… we were just having our lunch and we were discussing music, me 230
and two programmers. Me, and these two programmers are also musicians. We 231
were discussing generative music, and machine-made music, and I was the only 232
one… I’m not a programmer, who was sure that machines would surpass humans in 233
creating music, new music. I was the only one. Even the programmers didn’t think 234
that would happen, they thought that a human touch would always… that’s what 235
they said, yes… a human touch would always be necessary to make music really 236
interesting. I disagree… I disagree, I don’t think that would be the case. 237
Why do I say that? Well, I mean we are evolving extremely fast, faster and faster 238
with all technology I think… and the generative music I’ve heard… there are all 239
kinds of algorithms out there. Just using [system] and having [system] compose 240
something new is more interesting, at least for me, than the majority of the music I 241
hear on Spotify. I have a really difficult time finding something interesting on 242
Spotify, or something, I don’t know why. I think it’s just how I feel about this. We’re 243
getting breakthrough after breakthrough now with [system] composing some new 244
stuff. I mean there are some obstacles to get over, for example dealing with 245
sounds, like instruments. So if you have Beethoven’s 9th Symphony played by a 246
Compositional approach:
Traditional workflow
Emergent area:
Still developing
How they affect role:
Accessibility
Compositional Approach:
Educational
Future:
Lack of consensus
Future:
Human Input necessary
Future:
Human input necessary
Future:
Technology
Future:
Technological limitations
Future:
Uncertain
Future:
Uncertain
How they affect role:
Perceived negative impact
How systems work:
Flexible
Team
Additional skills:
Background in music/comp.
Future:
Progression
Emergent area: Potential
Emergent area:
Still developing
A P P E N D I X A | 42
computer and MIDI, you wouldn’t think much of it would you? That’s fact. So we 247
have that problem to solve. That’s a huge problem. But once we’ve solved all these 248
problems of computers being able to play instruments like humans, and they will in 249
the end I think… I don’t see a reason why computers or machines would be any 250
worse than humans, creating music. 251
I think it’s sooner rather than later… I mean, I know we’re awaiting… we’ve been 252
talking about flying cars for many years, we still don’t have them in 2019, if you 253
watch Bladerunner… actually we do have flying cars, but it’s just too dangerous… 254
But I think that generative music is interesting and it’s going really fast. I had this 255
guy who was into machine learning in Canada, he came in for a visit, and he’s 256
creating a system to mix tracks together called RaveDJ, you heard of that? 257
Interviewer: No, no… 258
Participant 1: It’s really interesting, he’s all into math and algorithms and stuff like 259
that. I understand like… only 10% of it, it’s really complicated. But one of the 260
solutions he might have with this machine learning thing is creating… having a 261
computer play instruments in real time. That’s one of the things an algorithm could 262
solve. So I don’t have all the answers but it’s happening really fast now, and I think 263
it will happen in the next ten years. In the next ten years we will have a computer 264
playing without flaws. That’s what I believe. 265
Interviewer: A lot of the challenges… they sound like they’re to do with 266
technological limitations and things like that, so it’s almost as if you’re saying that 267
as the technology grows these limitations become less of an issue and that will 268
allow these systems to thrive. 269
Participant 1: So you’re saying as technology evolves it will be less of an issue to… 270
can you repeat the last thing you said? 271
Interviewer: As the technology evolves, as you say, it will allow these generative 272
systems to become more popular, would you say? Or more accessible, or more 273
sophisticated and effective? 274
Participant 1: Absolutely, I think so. But I don’t think it will ever stop, I think we will 275
continue evolving forever. I also think that once people understand that that’s 276
going to happen it’s going to also involve people… your mind, along with the 277
systems. I think we will be forced… we will be happy to evolve further with our 278
minds, creating music, creating all kinds of art with machines. I don’t think 279
machines can… well, yeah, maybe machines can do it on their own, but I don’t 280
Future:
Technological limitations
Emergent area:
Potential
Future:
Progression
Future:
Technological limitations
Future:
Progression
Future:
Progression
Future:
Technological limitations
Emergent area: Potential
How systems work:
Complexity
Future:
Human element
Future:
Adapt
Future:
Automation
A P P E N D I X A | 43
think that’s gonna be a problem really, it’s going to be awesome I think. It’s gonna 281
be great. I think we’re going to be one happy family, one big happy family, with us 282
and all the machines. 283
Interviewer: Right, thank you. Well, I think all my topics are covered, so unless 284
there’s anything you’d like to add that we’ve not discussed…? 285
Participant 1: So you’re investigating this as a musician, or a programmer, or what? 286
Interviewer: Yes, as a composer, yeah, musician. Just seeing what sort of… not 287
impact… but seeing how these systems would affect a composer who’s working in 288
the video game industry, or wanting to move into it. 289
Participant 1: I find that having a system like this, which is amazing by the way, 290
and… people don’t realise how amazing it is. If it doesn’t… if it’s composing on it’s 291
own, and if people don’t understand the composition no-one’s going to notice it. 292
So I think once we get the systems, these machines, to compose something that 293
people understand… normal people, not like us maybe… that normal people 294
understand, then it will really take off I think. But until then we just continue. 295
Interviewer: Thank you very much. 296
[End of recorded material]
Emergent area:
Potential
Future:
Balance
Emergent area:
Potential
Emergent area:
Unrecognised
Emergent area:
Potential
APPENDIX B
Interview with Participant 2 carried out on 7/3/19. Duration 31 mins 33 secs.
[Beginning of recorded material]
A P P E N D I X B | 44
Interviewer: Could you being by telling me a little bit about yourself, like your 1
background? Have you come from a musical background, for instance? 2
Participant 2: Yeah, so in undergraduate I was doing a psych degree, a psychology 3
degree. I guess... towards the middle of it I did not like it, and didn’t really know 4
what I wanted to do and tried some other majors, and I kinda stumbled into doing 5
a basic music theory course and I just loved it. So I fell in love with studying music 6
academically… I was always, since 11, I fiddled around… I had a guitar, and I would 7
play guitar, all of it was very informal, no lessons, very experimental. It was just 8
something I did, and then studying it formally made me feel… like this just made 9
sense, this is something I want to do. I did an undergrad degree in music, and then I 10
immediately went to grad school after that undergrad degree and did a Master’s in 11
music. That’s where I was at [institution], and they have… I didn’t really even know 12
that they had a really good procedural music… it’s called an A.I and Algorithmic 13
Music Doctoral Program, and they have really great people there like [colleague] 14
and [colleague], [colleague]… people like that. I didn’t really know what I was 15
getting into, I just knew I wanted to keep doing music school. I wanted to go to 16
California, so I just applied to some of these schools that my professors were 17
recommending and that’s how I wound up at [institution]. But, man, it was just 18
fantastic for studying things that… studying algorithmic music, and they have great 19
studios, and teachers and all that stuff, so I lucked out. 20
And I was really interested in that too, because I was more interested in the 21
electronic stuff. I did composition in undergrad so I wrote pieces for chamber 22
music, but I loved the electronic stuff more, and working with the machines. So 23
yeah, [institution] was a great fit, and that’s where I met [colleague], who you 24
should… you should definitely reach out to [colleague], he’s very cool. He’s the guy 25
who wrote the code for the system, and I can give you his email address, he’s 26
always open to talk and he’s really a cool guy. He did his doctorate at [institution], 27
so I was doing a Master’s, I met him… I was doing a lot of stuff with Max/MSP and 28
real time interactive music stuff… and I graduated, and decided I didn’t want to 29
keep doing academia because it didn’t seem like a lucrative financial, realistic kind 30
of thing. It just felt like that getting an actual job was really hard at that time, that 31
was during the 2008 financial collapse and it was very… things were looking… well 32
it was 2010, but that was not too far after the recession. So we were in a recession, 33
2010, and I remember thinking if I keep spending more time doing this doctorate or 34
something it’s gonna… I’m never gonna get anywhere! 35
Additional skills:
Interest in technology
Additional skills:
Educated in generative music
Help and support
Help and support
Additional skills:
Educated in generative music
Additional skills:
Background in music
Additional skills:
Background in music
Additional skills:
Experimental
Additional skills:
Background in music
Additional skills:
Interest in technology
Help and support
Add. skills: Interest in tech.
Add. Skills: Back. In comp.
A P P E N D I X B | 45
It’s not for everybody - academia - some people they can’t think of anything else 36
and there’s nothing wrong with that, but I wanted to apply what I had learned and I 37
wanted to get paid well for it, so the closest thing to solving that problem was the 38
game industry, where you won’t make a lot of money at first, but if you get lucky or 39
you hang in there then there’s a chance that you can do alright. And you can also… 40
the more important thing with being able to apply what I had learned in school, 41
and a lot of it was this algorithmic, technical music and sound design stuff. I was 42
looking for almost two years trying to get a job in the industry, and I have a brother 43
who worked at the company that I now work at and even that wasn’t enough, it 44
was actually really difficult. I was friends with all the people, it wasn’t till I met 45
someone on the audio team, [colleague], who was nice enough to meet with me 46
and we had lunch, and I showed him some of the procedural music stuff that I had 47
been working on at that time. He was really interested, he was interested in the 48
idea of procedural music for games before he met me, so that was a catalyst to… I 49
think a year and a half after that lunch was when I got an internship, so it was like a 50
very long process of trying to figure out how to get paid to do the things that I’m 51
interested in. It works out eventually if you just stick with it, but luckily through 52
connections… my brother, and [colleague], and [colleague] who was working with 53
me at the time. He was still in school, he was still doing his dissertation on 54
procedural music. So all these great people and supportive things… I eventually 55
landed this internship thing and I’ve been at [company] for about seven years, I 56
think at the three or four year mark we had gotten the engine shipping in [video 57
game]. 58
Interviewer: So you mentioned your process for breaking in, have you had any 59
other experience with systems like this? Since, or perhaps prior to this? 60
Participant 2: Yeah, I always have a little side project at home that I work on. I built 61
some synthesizers in Max… I did a lot of work in Max, I built a visualiser using Jitter 62
that would visualise FM synthesis. Then I transitioned into Pure Data and I built this 63
really cool sequencer that I was gonna try and launch in an app which never… 64
didn’t finish it, but we made an album with it. I always have like little things… 65
synthesis is big, I’m getting into Python now. I think it’s good to have little creative 66
outlets that nobody can have a say in, for me personally, because when you’re 67
working on a big team or even on a thesis there’s usually somebody directing, to 68
some extent. That’s great too, but I just like to have my own little project, stuff to 69
do in the evenings. 70
Help and support
Help and support
Additional skills:
Background in music
Additional skills:
Educated in generative music
Reasons systems are used:
Convenience/personal (?)
Additional skills:
Interest in technology
Additional skills:
Interest in technology
Team
Additional skills:
Background in computers
Additional skills:
Background in computers
A P P E N D I X B | 46
Interviewer: Yeah, yeah. So, can we move on to talk a little bit about the project in 71
question that you spoke about in your talk, [video game]? What specifically was it 72
about the game that promoted the decision to use that system? 73
Participant 2: Yeah, the decision to use that in the game… well, one: like I said, 74
[colleague] at the time was really into it, and I remember at the time we were 75
figuring out how to… how do we bring procedural music into [video game]? That 76
was the question. At the time I was just playing around in Max with a Markov chain 77
program that was on the internet that I copied and pasted… I think it was on The 78
Algorithmic Composer.com, if that’s even around, but I was like that’s neat! 79
Markov chains for music have been done for billions of years, you know for a long 80
time, so it wasn’t a revolutionary idea – I just wanted to try it. So I tried it and put a 81
Debussy piece in, and a Bach piece, and I played it for [colleague] and he was like 82
“oh yeah, that kinda works, it kinda sounds like it”, but he had a great insight and 83
he said let’s just focus it on rhythm, because it’s getting the rhythms much more 84
correct than the pitches. And he’s like we can also just focus it on one little aspect, 85
and that was a great idea… that was… from the kind of thing that I presented he 86
was able to direct it. And then from there… it just… that was like, how we were 87
gonna use it was gonna be this combat thing where the percussion would go from 88
low intensity to high intensity, and that was kind of the initial pitch… it grew a lot 89
from there. 90
Interviewer: Ok. I remember you talking about… in your presentation, how 91
because of the ever changing combat and the multitude of different states that… 92
that was one of the biggest factors in deciding to focus on the rhythmic elements. 93
Was this already predetermined before [composer] was brought on board? 94
Participant 2: I think yeah… I can’t remember. I know [composer] and [colleague] 95
are good friends, they knew each other before I was in the picture or so. I think 96
[colleague] always had in the back of his mind “here’s a great guy I know for [video 97
game]”, and [composer] is just a fantastic composer to work with because he’s very 98
flexible and open minded so this didn’t scare him… if it did, he didn’t show! It was 99
great… I’m pretty sure… it wasn’t like [composer] was involved in whether or not 100
we would use it, he didn’t have much input. It was just “we’re gonna use this 101
system” and then we were looking for a composer, and we decided on him, and 102
that was just part of the deal which they were aware of. 103
Interviewer: I see, that’s interesting. 104
Reasons systems are used:
Convenience/personal (?)
How systems work:
Limited functionality (?)
Challenge
Emergent area:
Experimental/Musical input
Emergent area:
Experimental
How work: Ltd functionality
Reason: Ltd functionality
Types of system:
Rhythmic
Reasons systems are used:
Reflect visuals
Role:
Fear
Compositional approach:
Pers. Trait – open minded
Compositional approach:
Pers. Trait - versatility
Network
A P P E N D I X B | 47
Participant 2: But I will say, real quick, with the different states… that idea came 105
about later with [colleague’s] interpretation of the solution. The original idea was 106
just to have two states: low and high intensity for percussion. So you’d have two 107
states, and [colleague] turned that on it’s head by making it possible to author as 108
many states as you want. I just wanted to throw that out. 109
Interview: Yeah, thank you! Just going back to the point you made about 110
[composer’s] versatility and flexibility… something I’ve found in my research, hold 111
on I’ve got a quote here… from Hedges, Larson and Mayer. It was a talk they gave 112
at GDC about a similar sort of system, and to quote them it says when using their 113
system it “doesn’t lend itself to traditional compositional techniques” and 114
therefore they had to “find a composer who was comfortable with non-traditional 115
and non-linear methods.” So, how does that apply… does that argument apply to… 116
Participant 2: I think… our goal with the project was not to disturb… we didn’t want 117
to disturb the composer at all. We wanted him to be as true to his process as 118
possible, and not have to have him learn a new instrument, so I guess it’s different 119
in that sense. But the versatility comes from where we had memory constraints 120
and we had to remake these instruments he was picking to be mono, to be sixteen 121
bit, and to be severely limited in their variations. So he might… he had a very 122
reduced palette to work with for percussion for these pieces, and so that was the 123
challenge. It was like “here, take something that isn’t as flashy as you’re used to 124
working with but make it sing”, and he was able to do that. I think some composers 125
would be… they’d be like “oh well I’m not gonna use instruments that aren’t at the 126
quality that I want them to be at”, but he was totally cool with all that. And he was 127
patient with us, asking… I think he might have contracted people to actually 128
convert his instruments to the correct… to our spec, and our spec might have 129
changed. The fact that it was such an evolving thing, it always feels like he… he is 130
versatile in that respect. But, again, with his process… we always want to respect 131
his process as much as possible. 132
Interviewer: Cool. So, can we just talk in a bit more detail about the system itself? I 133
know you detailed it quite succinctly in your presentation, but could you just talk 134
me through it a little bit in-depth? 135
Participant 2: Yeah, so… the system has a lot of layers, and there’s a pipeline I 136
guess to using it, where it starts with the composer. He uses instruments that will 137
work for real-time playback in a game engine, so those instruments have to be… 138
they have to be up to whatever spec your engine is gonna use. At the time, ours 139
was… we only had about 20-30megs of RAM, and we had sixteen bit mono just to 140
How systems work:
Flexible
Reasons to use:
Solution to problem
Compositional approach:
Traditional workflow
Compositional approach:
Traditional workflow
Compositional approach:
Pers. Trait - versatility
Emergent area:
Evolving
Compositional approach:
Pers. Trait – adaptability
Compositional approach:
Pers. Trait - versatility
Future?:
Tech limitations
Compositional approach:
Pers. Trait - versatility
Role:
Comp. aid/tool
How do systems work?:
Human agency
Compositional approach:
Limited palette
How do systems work?:
Technological limitation
How do systems work?:
Memory restraints
A P P E N D I X B | 48
save space, and didn’t have a lot of round-robin variations. So the instruments are 141
limited, you give them to a composer, the composer does his magic. He then gives 142
you a midi file, he gives you all his stems, and then he gives you the percussion 143
instruments that he made… or that his guys made. You then take the mixes, the 144
stems, and you mix different… you make different mixes out of his stems, so one 145
for stealth, one for alert, one for combat. So those can be used to be mixed in the 146
game, because they’re just loops. 147
You then bring the percussion midi file and the percussion instruments into the 148
Scheme Designer tool, which is the tool that [colleague] made, and that’s where 149
you can create these states or schemes… these percussion states or schemes that 150
will play back underneath the looping stems that will change according to the game 151
state. So you author these things offline, from the assets that the composer 152
provides and… let’s see… so that’s the offline authoring pipeline. And then the… 153
implementing them into the game you have to find all the hooks and the outputs 154
that are driving the combat, the combat narrative; so even a player hiding in a bush 155
was part of the combat narrative. If the player is perched on a tree ready to attack, 156
that was part of the combat narrative. So you gather a list of all those things, make 157
sure they’re firing correctly, and then you hook up to all the content you created. 158
You hook the events up to the music content. But you can ask me specifics too 159
about the system… the system as a whole is quite complicated so I’m happy to go 160
into detail in specific areas. 161
Interviewer: Yes, you were talking about the schemes… from my understanding, 162
from what I’ve seen… [composer] provided you with the assets, the instrument 163
assets and the midi. So, like in your demonstration video, these schemes were then 164
created based on these? Like your initial assets? 165
Participant 2: Yeah, so the schemes… you basically… once you load a midi file into 166
the scheme designer, you also load the instruments in. You hit the analyse button 167
and it will analyse the midi and it will… I think it creates… it basically start playing 168
the thing back, with all the instruments playing back. It models the original 169
percussion stem. So from there you’re able to say “I’m gonna mute the toms” or 170
“I’m going to mute the hi-hats” or whatever, and you can selectively mute things, 171
you can change their volumes, you can solo things, and you can also change the 172
energy of the rhythm. So if it’s a really fast rhythm track on the toms, you can pull 173
the energy slider down and it will make the toms play at a lower rhythmic 174
frequency. It’s not changing the tempo, it’s just kinda stripping away layers of stuff, 175
of rhythm, if that makes sense? 176
Compositional approach:
Limited palette
How do systems work?:
Hum. agency – musical input
How do systems work?:
Gather assets
How do systems work?:
Hybrid system
How systems work:
Modular
How systems work:
Complexity
How systems work:
Link to game parameters
How systems work:
Link to game parameters
Reasons to use:
Narrative - gameplay
How do systems work?:
Hybrid system
How systems work:
Define musical parameters
How do systems work?:
Human agency
How systems work:
Define musical parameters
How do systems work?:
Automated
A P P E N D I X B | 49
Interviewer: Yeah, I think so. Making it less dense? 177
Participant 2: Yeah, yeah, exactly. So that’s your sculpting environment, then you 178
just save those schemes, and you can bounce them out into one file that gets read 179
back in the engine, and depending on what scheme you trigger it will transition to 180
it. So yeah, it was definitely like… making a list, and figuring out what we’d wanna 181
support in the game, and then making the schemes and hooking them up. 182
Interviewer: I think one of the most fascinating things for me was when you were 183
talking about energy and how that’s distributed evenly, so it’s not the simple case 184
of just muting a particular instrument, for instance, it’s more about changing the 185
energy… relationships, if that makes sense? 186
Participant 2: Yeah, yeah, that’s all [colleague], he loves to talk about that stuff. It 187
definitely uses a lot of music theory stuff… I think he does a Schenkerian analysis of 188
the rhythm itself, and then… that kind of analysis is just a fancy way of just saying 189
“let’s strip away the density and what’s the core structural framework of this 190
rhythm”. If it’s in four-four you’re gonna wanna hear beats one and three if you 191
pull the energy all the way down, and if you pull it all the way up you’re gonna add 192
back in the sixteenths… so it is really fascinating, what he built. I don’t fully 193
understand how it works when you solo multiple energies and change them 194
around… that is a really neat, original idea by him and he definitely would be happy 195
to talk about that stuff. 196
Interviewer: Cool, thank you. So I know… talking again about the talk that you gave 197
at [conference], you briefly touched at the end on what you think the future of 198
these procedural systems might be. I’ve found… there seems to be a bit of a 199
consensus, in the research that I’ve found, that these algorithmic systems are the 200
future of adaptive systems in games. What do you feel about that argument? 201
Participant 2: Yeah, I don’t… to be honest I don’t know. I think it’s a possibility, it’s 202
very challenging to use these kinds of systems in games. I think that when they are 203
done right they add a lot, but it does take a lot of effort and a lot of experimenting 204
and a lot of hard work to make them appear the way they did. That doesn’t mean 205
that they aren’t the future, but I do think there’s other ways where you don’t need 206
them. Like, I don’t know if you’ve played the games Inside or Limbo? 207
Interviewer: Yeah, yeah. 208
Participant 2: Those games aren’t using procedural sound and music. It’s really 209
like… I think it comes down to the preference of the sound designer, the preference 210
How systems work:
Modular
How systems work:
Define game parameters
How systems work:
Link to game parameters
Help and support
How systems work:
Complexity
How systems work:
Complexity
Future?:
Potential
Future?:
Uncertain
Future?:
Complexity
Future?:
Project specific (?)
Future?:
Challenging
Reasons systems are used:
Convenience/personal (?)
A P P E N D I X B | 50
of whoever is directing the project, and to… does the game really need it, or call for 211
it? I really think every game, like a good game… like a really good, well, hard 212
worked-on game… it’s gonna ask for what it asks for. I think there’s always a way to 213
make it work with the game, it’s just… it really does come down to people’s 214
motivation to use it. And yes, if it was streamlined and made very easy then yeah it 215
could be the future, but I still have a hard time seeing how that… how to make it 216
easily fit into every game. That’s the hard part. 217
Interviewer: Obviously on your system you focused on the rhythmic percussion 218
elements, and I’d imagine… how would it have fared with melodic, harmonic 219
elements? Would that have added exponentially more complexity? 220
Participant 2: Yeah, it was solely built and designed to only handle rhythm. If you 221
would have fed it more things, I don’t know what it would have done since it had 222
no idea how to harmonise a pitch or a harmony collection. So it probably wouldn’t 223
have sounded very good, but I think… also we just didn’t have the space for that 224
kind of thing. I think in the future that could be a thing that happens… if you had 225
enough space, and you had enough memory and bandwidth to handle all these 226
instruments, because they’re just massive, like gigabytes and gigabytes of data. 227
And then of course you’d have to redesign the whole… you’d have to write a whole 228
harmony engine to analyse what the composer writes, and then find ways of 229
stripping away the layers of it and finding ways to expand it without robbing… I 230
guess the goal for us was never to rob the composer of being a composer. It was 231
always to just be sound designers with a composer, where we just strip away, and 232
edit, and make things that don’t loop. And there were times where we would 233
subtly create new music from the composer, but it was always very close to what 234
the composer wrote. I know there are ways to easily remix a song in a DAW and 235
you can do all sorts of things with pitching things, and cutting things up, and even 236
adding your own elements, and that I think just doesn’t sound as good as when you 237
stay with one voice. So I guess to answer your question, there’d have to be a new 238
harmonic engine written and there’d have to be a way to handle how heavy a load 239
it would be. 240
Interviewer: One thing I picked up on then… it’s almost as if you’re alluding to 241
whether these systems are suited to the game, or vice versa, and it all comes down 242
to the project. 243
Participant 2: Yeah, it’s the project, and also I think it’s the will of the director, or 244
the designer, to be like “you know what…” …if you really think procedural music is 245
a great thing then I think you can usually find a way to make it work. There might 246
Future?:
Project specific (?)
Future?:
Project specific (?)
Future?:
Versatility
Future?:
Complexity
Future?:
Challenging
Types of system:
Rhythmic
Future?:
Tech limitations
Future?:
Complexity
Future:
Human input necessary
Reasons systems are used:
Additional variation
Reasons systems are used:
Avoid replication
Compositional approach:
Traditional workflow
Future?:
Complexity
Future?:
Tech limitations
Future?:
Tech limitations
Reasons systems are used:
Convenience/personal (?)
Future?:
Versatility
A P P E N D I X B | 51
be a chance where it’s just not going to work with the game, so you definitely need 247
the component of being able to squint or to just want to get it to work somehow, 248
and then you can find a way most of the time I think. I think what can turn people 249
off is the challenge of it, and there’s also a lot of great… Wwise has a great music 250
system, there’s a lot of great things out there that allow people to come up with 251
faster solutions, or things that work well, or maybe just as well but differently. And 252
I like that, I don’t want there to be one procedural engine that like… because 253
everything will sound similar, if everyone is using that. I think it’s good that people 254
can choose to use it, and that it’s challenging… I hope that it become less 255
challenging some day, and quicker to use. 256
Interviewer: It’s interesting you should say that. I’ve found a source that stated 257
when they were showcasing their generative system they met, or encountered, a 258
lot of “scared composers” who thought they would be out of a job, but he was at 259
pains to state it’s not so much a system to replace composers but to work 260
alongside them. And also touched upon helping the composer, like you talked 261
about, in terms of workflow and things like that. 262
Participant 2: Yeah, yeah, I mean… we’re never gonna replace composers. I am 263
convinced that’s never gonna happen. It’s like, you can’t… I love Neil Young, you 264
can’t write an algorithm that’s ever gonna sound like Neil Young, or Thom Yorke, or 265
anything like that. And they are composers, and they compose for really big 266
things… I think Thom Yorke and Hans Zimmer did Blue Planet or something. It’s just 267
never gonna happen, I think the tools though… that’s what I’m really interested in. 268
My biggest interest is… you make a tool that’s fun, it’s like a new instrument. You 269
can learn the piano, but one of the things that discourages me from learning the 270
piano is that there’s so many amazing pianists already out there, or who have lived, 271
and it just feels like really hard to come up with anything new, whereas the 272
computer feels like with that you can do some things that are really inventive and 273
interesting. So that’s the goal, and it’s never gonna replace everyone because it’ll 274
all sound the same, and then the second somebody uses a composer, a human 275
composer, they’re gonna stand out because it’s gonna sound different and 276
amazing! So it’s just not gonna happen. 277
Interviewer: All right, thank you. I think we’ve just about covered everything, 278
unless there’s anything that we haven’t talked about that you’d like to mention? 279
Participant 2: Yeah, I’d like to say that games are great and all for this kind of 280
technology but I think stuff that I’m interested in these days and don’t get a lot of 281
time to do is more of assisted technology, like the application of having musical 282
Future?:
Project specific (?)
Future?:
Versatility
Future?:
Challenging
Future?:
Alternative solutions
Future?:
Streamlined
Future:
Human input necessary
Future:
Human input necessary
Future:
Human input necessary
Emergent area:
Innovate
Role:
Comp. aid/tool
Role:
Comp. aid/tool
Future:
Human input necessary
A P P E N D I X B | 52
systems for self-expression being given to people who don’t have arms or legs to 283
play the drums. Using this kind of technology to allow a person with disabilities to 284
express themselves through music I think is a really amazing… I don’t even know if 285
anyone is doing work in that area, but to me I think that’s related to this because 286
you’re interacting with a controller with your hands to generate music, essentially. 287
When you play that stealth combat in [video game] everything you’re doing is 288
generating the music, so if you could make a program like that that you could put in 289
the hands of someone who can’t move their hands, but they could use their eyes to 290
move an interface that creates music, I think would be a really worthwhile 291
application. That’s just my thoughts on another topic but I thought I should say it 292
because I think it’s important. 293
Interviewer: Yeah, thank you! Well I think that’s everything, thank you so much for 294
your time. 295
[End of recorded material]
Future:
Additional applications
Future:
Additional applications
Emergent area:
Potential
Reasons to use
Narrative - gameplay
APPENDIX C
Loose Interview guide plan based on framework of inquiry.
A P P E N D I X C | 53
▪ Need to know about interviewee
o Personal background:
▪ Are they musical/composers etc
▪ Why did they choose their field?
▪ Technical skills
o Professional background:
▪ How much experience have with generative systems?
▪ Worked with other systems before?
▪ Need to know about game that the system was used in:
o Why did style/type/scope of game dictate the use of generative system?
o At what point was composer engaged with project – before it was decided to use generative
system or after? Did composer have a say in the choice?
▪ Need to know why these systems were used (i.e. in lieu of other adaptive systems)
o What could it offer?
o Financial/technological/creative reasons?
▪ Need to know about generative system interviewee used/developed
o What is it/name of system
o Is it their own bespoke system? Why design own system?
o How does it work?
▪ Establish interviewees role in relation to project that featured generative system
o What their role entailed/duties etc.
o If they composed music for it:
▪ Talk about workflow/approach
▪ Challenges?
▪ Differences (if any) to writing music “traditionally”?
o If they didn’t compose:
▪ How did they work with composer e.g. relationship etc.
▪ What audio elements/assets did composers have to deliver?
▪ Need to establish what they feel future of generative systems may be:
o How do they see future of generative music?