We deal with graphical user interfaces every time we touch a computer, whether that's our development rig, an ATM, or our phone. How does the design of a GUI affect how we feel about the rest of the associated experience? … [Read more...]
Sunday Sound Thought 57 – Constraints
Working under tight constraints can make creative work difficult. But working with no constraints at all can make it downright impossible. … [Read more...]
Monthly Theme: Immersion
Kicking off the new year with the topic of immersion seems appropriate, particularly coming from that year. … [Read more...]
Monthly Theme: Sound for Interactivity
Active. Reactive. Interactive. Hyperactive? How do we approach making sounds for things that make sounds when things happen? What are the considerations and affordances necessary obscure the strings enough to make the sonic marionette believable and delightful? What really defines interactivity? … [Read more...]
Turn It Upside Down
When we're in the heat of creation, in the final hours before a deadline, or when we're trying to prove ourselves, failure can be a punch in the gut. As creatives, we try to minimize failure, or we at least attempt to mitigate its emotional and practical effects. But what about all those times something unexpected happened, and it gave us the insight and inspiration necessary … [Read more...]
Making a Music System – Wrap Up
Hey, cool. We're making music! But it's not really interactive yet. In this lesson, we'll hook up the music system to parameters in the game. We'll also make editing our step sequencer a little easier with some Unity editor scripting. … [Read more...]
Making a Music System – Part 4
Now that we can tick at a constant interval, we can add rhythm and pitch into the mix. To make interesting melodies, harmonies, and rhythmic parts, let’s make a step sequencer. This lesson will go into the details of creating a reusable step sequencer that we can use to control our samplers. … [Read more...]