Master Thesis Evaluation

Creating an adaptive music system for the video game

prototype Henry (2022)

This thesis by Lucien Montandon focuses on creating an adaptive music system for an

indie video game prototype called Henry. The game is a single-player narrative adventure

with platforming elements, where players take on the role of Henry, a character who can

possess and control various everyday objects around him. Through these interactions,

players explore different phases of Henry’s life, solving puzzles and progressing through the

story.

The main goal of Montandon’s thesis is to enhance the gameplay experience by designing

a music system that dynamically adjusts to the player’s actions and the game’s changing

environments. Montandon explores various types of adaptive audio, including interactive,

generative, and procedural audio, and integrates these into the game through a layered

music system. The adaptive music system responds to different in-game events: it can

intensify during action sequences or create specific atmospheres in different rooms.

By utilising software such as FMOD and Unity, the thesis dives into the technical side of

implementing this adaptive audio. Montandon also distinguishes between different music

integration techniques, like vertical layering (where different musical elements fade in and

out) and horizontal sequencing (where the music shifts entirely between themes or styles).

Each of these approaches is tested to assess how they contribute to gameplay and

whether they can scale for future levels in the game.

Level of Design/Creativity

The work demonstrates a sophisticated level of design, especially in its conceptual

approach to creating an adaptive music system for gaming. The author shows a deep

understanding of complex audio systems, notably adaptive, generative, and procedural

audio, as well as vertical and horizontal layering techniques. His creative approach in

designing different systems reflects advanced sound design tailored to gaming

experiences.

Degree of Innovation

This thesis presents a notable innovation by combining adaptive and generative techniques

tailored for a game prototype. By developing unique audio solutions for gameplay that

include real-time interactions, layered compositions, and customisable responses to player

actions, the work stands out as an original and valuable contribution to game audio.

Independence

The author demonstrates a strong level of self-sufficiency, not only in theoretical research

but also in practical application and testing. This is evident from the structured approach to

testing the systems with gameplay videos before in-game implementation and developing

solutions tailored to the game „Henry.“

Structure and Organization

The structure is well-organised, guiding the reader through the theoretical foundations, the

technical aspects of the adaptive music systems, and the application within the gameplay.

Each section logically builds on the previous one, allowing even readers with less technical

knowledge to follow. However, there is a high level of technical detail that might benefit

from simplification or additional visuals for clarity.

Communication Level

The communication style is clear and informative. Complex audio terminologies are defined

well, making the work accessible.

Scope of Work

The work is comprehensive, covering various music systems, their individual functionalities,

and the impact on gameplay. The depth of detail regarding adaptive audio and the technical

aspects of integrating FMOD and Unity shows that the thesis is extensive and tackles both

conceptual and practical elements.

Spelling and Accuracy

There seem to be a few inaccuracies in terms of spelling. Regarding technical terminology

there is a detailed approach to defining terms maintaining clarity and precision.

Literature Use

The author uses relevant and recent literature, and sources are cited effectively. The use of

industry references, such as the examples from specific games and audio systems,

enhances credibility and demonstrates a strong understanding of the current game audio

scene.

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