Video Game as a Production ToolPosted: 15 February 2008
I’ve been a bit lapse in updating my blog but here’s my thoughts and research.
I had originally been interested in exploring games as a metaphor for software development considering my love of football but the more I read, the more I became interested in video games being used as development software. I was already aware of machinima following on from my attempts at it last year but I was quite keen to explore other avenues. Something that started to appeal was a practice called sonichima; producing generative audio from playing a video game. Not being much of a gamer, I thought it would be fun to make a piece of ‘music’ now and then practice so that I became more adept at the game and then make another piece, almost like turning the game into a musical instrument. However what I discovered was that it didn’t really have much of an impact on the improvement of the sound generated.
Following on from this, I did more research and was particularly interested in Alison Mealy’s project Unreal Art and Julian Oliver and Steven Pickles’ project q3apd. They used different games but each had a common technique; that of making maps so that they had more control over the outcome. Therefore I decided that I would try the same using the level editor of Unreal Tournament. Effectively working backwards in my opinion, I worked out the locations where my bot needed to be so that the x and y coordinates logged into the system file would generate the required note in my Processing script – or at least as close as possible to be fairly recognizable. To hear the results and to loadup your own UT system log and make music, follow the link below.