Post date: Apr 01, 2013 1:41:22 PM
Music should be a dynamic presence in the level. A score that drives forward with no regard of player input can either be repetitive to the point of dullness or it could be so extravagant that it becomes unfitting or out of place. Sound is an amazing influence on the memory of a human being, as much as visuals if not more. A good level is designed with sound in mind in order to facilitate a me
morable experience for the player.
By layering tracks in your games score, such as having a basic tune playing constantly and increasing the volume of tracks that have more advanced melodies and more instruments when the player enters a more exciting gameplay situation. God of War II uses this method to transition between musical themes that represent being in and out of combat. At the end of a combat sequence it was stated that to just fade the music out would be somewhat disappointing and fulfilling whereas using a transition to an ending melody would provide closure to a combat sequence or other form of gameplay situation. By using a system of dynamic music, you can add a little more spice to those gameplay moments that would otherwise seem dull and lifeless. (I'll add more once I actually find my notes after class.)