This talk presents a data-driven case study of Marvel’s Spider-Man, forming part of my broader PhD investigation into the technical and musical systems that contribute to immersion in video game audio systems. Using original gameplay capture and a custom analytical framework, I evaluated how musical transitions are triggered during combat sequences. That method includes multiple variables: audio food grouped, functional aspects of audio, drivers of immersion, and emotional intensity. This an analysis provided a visual method of assessing how interactive music systems perform in real-time and how effectively they contribute to a player’s sense of immersion.
Read MoreThis video presents a supercut of gameplay examples from much larger, longer gameplay recordings. I recorded the gameplay on PC using Steam and OBS to launch the game and record the game respectively. What this video should demonstrate, is that transitions between waves in the Sabel International Base Activity side mission are exactly the same, regardless of when the transition is triggered within the linear progression of the currently playing music loop.
Read More