Hey creative minds! I’m on a mission to explore this topic in a practical and doable way. Here’s my game plan:

  1. Dive into Research: I’m starting by digging into research on gamification and design thinking. I’ll comb through articles and case studies to understand the latest insights.
  2. Mini Experiments:
    • Online Simulations: Instead of big workshops, I’ll organize bite-sized online simulations. Think interactive challenges that participants can tackle from the comfort of their own screens.
    • Weekly Creativity Checks: I’ll conduct weekly creativity check-ins with a small group of participants. We’ll explore different gamified techniques and track how they influence creativity over time.
    • Virtual Brainstorming: Harnessing the power of technology, I’ll host virtual brainstorming sessions with gamified elements. It’s like bringing the fun of gamification to our design discussions, minus the logistical headache!
  3. Measure What Matters:
    • Creative Output: I’ll develop simple creativity assessments to measure the quality and originality of ideas generated during our experiments.
    • Engagement Surveys: Quick surveys will help me gauge participant engagement and satisfaction with the gamified activities.
    • Process Observations: I’ll keep a close eye on the design thinking process during our experiments, noting any changes in approach or problem-solving strategies.
  4. Simplicity is Key: Keeping it simple is my motto. I’ll focus on small-scale experiments that don’t require a big budget or logistical gymnastics.
  5. Share the Knowledge: Once I’ve collected some insights, I’ll share them with the world. Whether through blog posts, social media updates, or informal chats with classmates, I’ll spread the word about what I’ve learned.

So, that’s my plan to explore gamification in design thinking, one manageable experiment at a time. It’s all about curiosity, creativity, and making the most of the resources we have as students. Let’s dive in and see where this journey takes us! ✨🎮🚀

Compositional methods and Implementation

Compositional Methods

Before addressing the composition for each scene individually, it is essential to ensure that the game’s soundtrack feels cohesive. A unified musical experience maintains player immersion while balancing it with unique characteristics for each scene to keep the experience interesting. To achieve this, I plan to use common instrumentation across various tracks, incorporating unique elements for each scene.

The soundtrack will blend orchestral and electronic elements. The orchestral components, controlled by MIDI instruments, align with the game’s historical theme and match the not-so-high fidelity of the game’s visuals. This mix of virtual acoustic and electronic instruments enhances the fantasy world of Mechanical God Saga. Matching the music’s fidelity with the visuals is deliberate; it creates a coherent experience and can positively impact the game, although sometimes not matching the music to the fidelity of the visuals can also work. This discrepancy can be used to have a positive effect on the game, uplifting it. This is sometimes used in cases where the games are developed for smaller devices without so much computer power, which is not the case for our game.

For composing specific scenarios, it is crucial to convey the appropriate emotions for each scene, such as peacefulness, relief, or stress. Understanding the scene’s context and potential events is key to achieve this. Triggers for musical changes can happen at any time, necessitating quick synchronization with gameplay. It is imperative to identify every possible moment in the music where a change might be needed and adjust accordingly to maintain immersion.

For example, in the forest scene, different musical changes are applied depending on which section of the song is playing when enemies appear. Figure 1 illustrates the initial mapping to achieve a state of tension for this scenario. Other music themes will require multiple states of tension, depending on the evolving situations. However, for the initial forest scene, only a single state of tension is necessary.

By carefully mapping out these musical changes and ensuring quick adaptation to gameplay triggers, the soundtrack will enhance the overall experience of Mechanical God Saga, creating a seamless and immersive journey for players.

The music structure goes as following:

Intro > Segment A > Segment B > Segment C

And for each section there is a need of mapping the changes, as the next table shows, regarding a first state of tension that we want to portray. Synthesized sounds with a metallic aspect are being considered to be associated with the enemy soldiers as for their metallic vests and its connection to the mystery of the nuclear event. As the structure is not linear, the structure mentioned above refers to the way it was composed. Different sections will be looped depending on gameplay, which doesn’t include the intro.

INTROSegMent ASegment bSegment C
Always the same, only plays once.Increased cutoff frequency for the bass.Replace instrumentation to more synthesized/metallic sounds, pumping effect.Increased cutoff frequency for the bass.
Replace flutes with synthesized trumpets.
Change in the melody.
Replace flutes and violins with detuned synthesized sounds.

Fig.1 Adaptive process for a first state of tension.

As the intro starts during an introductory dialogue, it is not possible to get to the enemies while it is playing, therefore there is no need to map changes to this initial part of the music. The other sections have defined changes that are designed to increase a state of alertness and a sense of danger.

Technical Implementation

Creating adaptive music for Mechanical God Saga requires audio middleware to connect the music to the game, reacting to triggers from the game engine. For this project, we will use FMOD, which can be integrated with RPG Maker, the game’s programming software. While there is no official connection between FMOD and RPG Maker, additional programming through JavaScript will be necessary to establish a functional link. Daniel Malhadas, the game’s creator and programmer, is currently researching and developing this connection.

Within the adaptive system, there are branching and layering needs. As a starting point to understand these systems, the next figure shows a simple system designed for the first forest theme, as there is only one trigger happening, related to a state of tension. The red segments represent the altered music for the state of tension.

Fig. 2 Adaptive mapping system for the initial forest theme.

All transitions and overlay triggers need to be quantized to the BPM of the source cue and have meter and quantization grid setup. All starts and stops should have adjustable fade in and fade out lengths. This will ensure a smooth and quick transition between segments.

For the layering approach, instead of exporting individual layers, I exported each version as a full mix and will blend between them when a trigger occurs. This method addresses the need for continuous changes, such as increasing the bass filter’s cutoff frequency to achieve tension. Ideally, these adjustments would be controlled within the audio engine, but due to software limitations with the virtual instruments used, this is not possible. This approach offers a practical solution to those limitations. FMOD’s built-in parameters, such as equalization curves, pitch, reverb, and delay, will be used to create effects like dulling the music when the player is injured, enhancing immersion with equalization curves and possibly stereo field reduction.

As mentioned before, control knobs—either continuous or stepped— are planned to adjust the music based on the scene’s tension, the protagonist’s position, and the health or success rate during battles. If the game’s programmer can access this knob system, applying the necessary changes will be much easier, simplifying communication between the music and game sections.

Scene Analysis and Adaptive Mapping

How to adapt the music to specific situations of the game is a key element of the research, as well as considering all possible scenarios in order to succeed in supporting every possible situation. In this paper there will be an explanation of the current process, from scene and emotional description to the mapping of adaptive needs and the subsequent changes in the music. This methods are tailored for Mechanical God Saga’s game but can also be applied to other games with similar nature.

Firstly we are gonna analyze the scenes of the game’s first episode, which includes Iridir Forest and Iridir Prison. Story telling should be part of the music as well or support the narrative, therefore it is very relevant to understand what is happening in each of the scenes.

Iridir Forest

  • Scene Description 

This is the first scene of the game where the player has to infiltrate the prison to “set god free” or in other words, execute him. In this scene we encounter ourselves in a forest with a lake. The atmosphere is calm and peaceful until the soldiers appear for a first fight.

  • Story and Gameplay

Our character has the possibility to wander freely in the forest until he is approached by three soldiers who claim that he killed various soldiers of their squad. He had swore allegiance to them at the time, they are part of the “empire”. Then there is the first fight against them. After the battle there will be more soldiers walking around, and there is always the possibility to fight them individually (although sometimes then there appear more soldiers in the fight) if the player chooses to, earning points and getting stronger in case of winning. Later there will be another fight with a so called “beast”, which is stronger than the common soldiers.

  • Music Soundtrack

For this scene I thought appropriate to have two musical pieces, excluding the fighting music, so that the player doesn’t stay on each one for too much time as it can take some time to trigger the next piece.

What should the music portray?

First Song (forest wandering): Peacefulness; sense of having to conquer something; the start of a new journey; fantasy.

Second Song (after winning the fight): Relief; sense of victory; positive feeling;

  • Triggers

First Song

  1. When the first three soldiers appear. Add tension.

Second Song

1. Transitioning to the prison side. Subtle hint of progress, add instrumentation.

2. Getting to the “rug” that leads to the prison, when the first beast figure appears. It should get more tense. But be careful as there seems to exist a possibility of leaving.

3. In case of winning the battle, get back to a less tense and more relaxed version. This segment will end quickly as we transition to the next scene inside the prison.

Iridir Prison

  • Scene Description 

The goal of this location is to rescue an old friend who is inprisioned. It is an underground location, illuminated by old fire lamps. There should be an eerie sense of danger and challenge as it is a location controlled by the empire and anything can happen at any moment. Metal is a relevant element that might be used in the composition as it represents the jails.

  • Story and Gameplay

The inprisioned friend was caught robbing the city’s medicine cabinet to save his mother. He was also being watched as it was claimed that he started a union of workers and incited strikes, which is true. 

At first, when entering the prison, there is the possibility to read a book called “Destructionism and the will to live”, which claims that demons are “man-made” and it reflects on their will to live. Then the prisoner can be found in the next room, and to release him the player has to find a switch in the room to unlock the prison, by solving a small “puzzle”. After this, the prison lock opens and two beasts appear to fight shortly after. This fight is more advanced in terms of strategy, there is more complexity and use of nature elements. 

After the fight there is the possibility of carrying on to other zones, with several more enemies to possibly fight and treasure chests with important items to be collected. There are 5 different zones, and from the last one it is possible to get to the Warden Chambers, where the final beast will be. Here there will be the final “boss” fight of this scene and the music should be different, more complex and perhaps using uncommon time measures. The battle can take until approximately 10 minutes. After the fight there will be another music piece and it should become very triumphant when using the travel circle at the end!

  • Music Soundtrack

For this scene there will be two musical pieces, excluding the fighting music. The first will accompany the player throughout the quest and the other one will represent the success of having accomplished the desired goals.

What should the music portray?

First Song: Eeriness, danger, challenge, use metallic elements to represent the jails.

Second Song: Sense of victory; triumphant, conclusion of an important chapter.

  • Triggers

First song:

  1. Entering Iridir Prison F1 room, as a subtle sign of progress.
  2. Switching the switch that opens the prison. Friend is released. Coloration change, refreshment, higher frequencies.
  3. Beasts appearing after friend is released. More tension.
  4. Entering the second F1 zone. Various fights will happen here, transmit more tension.
  5. Entering Iridir F2, subtle sign of progress.
  6. Entering Iridir F3, subtle sign of progress.
  7. Entering Iridir F4, subtle sign of progress.
  8. Opening the golden chest, subtle sign of progress.
  9. Entering F5 zone, subtle sign of progress.
  10. Entering the Warden Chambers where the final beast is located. Peak of tension, epic.

Notes:

Getting back to previous zones is a necessary step in order to progress within this scene, so there shouldn’t be a musical regression when going back to a previous room. Second song is shorter and has no necessary triggers, aside the one to start it. It should be triggered when getting to the travel circle. Getting to the forest again represents the end of this first episode.

Adaptive Elements

The adaptive elements are triggered depending on control signals from the game. Typical controls signals are mentioned below.

  • Position of the protagonist;
  • Position or distance from the antagonist;
  • Environment: weather/time of the day;
  • Game status (tension/relaxation);
  • Emotional state of the player;
  • Health status of the protagonist;
  • Interaction with Non Playable Characters (NPC’s).

For Mechanical God Saga, the most relevant musical adaptations are linked to the game status and player’s position. These aspects are crucial due to the game’s inherent contrast between tense battle scenes and more relaxed exploratory moments. The music will change as the player moves between different rooms, subtly guiding and marking progress. Additionally, the health status and success of the protagonist in battles will influence the musical adaptation during combat.

Musical elements such as structure, tempo, melodic contour, harmony, and loudness can convey a wide range of emotions to support various gameplay scenarios. To evoke tension, common techniques include increasing tempo, changing time signatures, adding low percussion elements, raising the cutoff frequency of filters, incorporating horn instruments, and using tremolo effects. For instance, Age of Empires enhances tension with low percussion and tremolo strings, while Corrupted Dungeons increases percussion and uses horns when enemies appear.

During battles, injury is often portrayed by a decrease in sensors, which can be represented by dulling the sound, typically using a low-pass filter to make audio elements less distinct. Enhanced breathing and heartbeat sounds can also indicate exhaustion, although these techniques are more effective in a 3D first-person environment and may not be suitable for Mechanical God Saga. Another interesting technique is the reduction of the stereo field as used in Nier: Automata, which will be tested in our game.

For technical implementation, control knobs are planned to adjust the music based on the scene’s tension and the protagonist’s position and also health or success rate during battles. The specific implementation details will be explored in the technical chapter.

Regarding battle outcomes, different musical endings will be triggered depending on whether the player wins or loses. Drawing inspiration from Final Fantasy VII, a victory will be marked by an energetic and triumphant arrangement, while a loss will have a dramatic tone that shifts to a hopeful piece, encouraging the player to try again. This principle will be integrated into our game, as players have the opportunity to instantly retry battles.

Game Research

In this documentation, we take a step further into the music creation for the Role-Playing Game (RPG) Mechanical Saga: Life’s Ultimate Gamble and its adaptive elements. After exploring dynamic implementation techniques in the previous semester, we now apply and tailor them to best serve the gameplay experience. Firstly it is crucial to understand the game’s concept and how it is played, which will be analyzed in this paper. After understanding the game, there is a better foundation on how to go about the music, what qualities it should have, also having in mind that it should ideally sound cohesive throughout the game, maintaining a sense of unity between different scenes.

What is the game about?

 â€śMechanical God Saga”is a video game that places a strong emphasis on storytelling, exploration and impactful consequences ofplayer choices. It blends key elements of both Japanese and WesternRPG’s, aiming to revolutionize both genres and craft an immersive experience.

The narrative seeks to explore the themes of totalitarianism, genetic mutation, and the clash between humanity and altered beings in a post-apocalyptic society. It delves into the nature of power, the impact of historical cataclysms, and the potential for coexistence amid oppression and prejudice.

Centuries after a devastating nuclear event, the remnants of humanity are trapped in a totalitarian society that has emerged from the ruins of their former civilization. Genetic mutations, stemming from the nuclear disaster and historical experiments, have given some insects and animals extraordinary abilities, enabling them to coexist with humans as equals.

Among humans, a specific gene continues to manifest, resulting in physical deformities such as wings or scarred skin, which society deems as demonic. This has led to persecution by the God Emperor, who seeks to enslave or exterminate these individuals as a religious campaign.

Amid this turmoil, a mysterious entity known as „The Mechanical God“ observes the unfolding events, while its presence and connection to the nuclear catastrophe remain enigmatic.

The narrative raises critical questions:

  • What drives the God Emperor’s genocidal obsession?
  • Can humans and these so-called demons ever achieve peaceful coexistence, or will one group always dominate the other?
  • What dark secrets link the Mechanical God to the origins of the nuclear disaster and the current societal conflicts?

Through these inquiries, the story examines the possibility of overcoming deeply ingrained prejudices and the quest for truth in a world scarred by its past.

What is the goal of the gameplay?

As a Role-Playing Game, there is a significant emphasis on battles and the evolution of playable characters. The player is encouraged to continually enhance the fighting abilities of the characters, whether by exploring various scenarios to find better items and equipment or by manipulating the flow of battle to maximize gained experience.

Gameplay also serves the narrative (and vice versa) in the sense that the player will constantly have to make decisions, sometimes in dialogues but often in actions during battles, affecting how the game world reacts to the characters. Therefore, on the journey to becoming increasingly capable in battles, the player will inevitably have to decide what kind of character they are building and what actions they are willing to take to accumulate more power. These decisions will be, but not limited to, based on moral and interpersonal dilemmas, prompting the player to seek a balance between the moral compass envisioned for the main character and their insatiable quest for power: essential to overcome and surpass the challenges presented by the narrative.

How is it played?

There are different ways of interacting with the game:

  • Exploration

The player will physically navigate the character through a series of interconnected scenarios filled with secrets and hidden optional paths. For players who prefer a more straightforward experience, there will be a linear path available to follow from beginning to end. However, players that take the time to explore and carefully consider clues presented through dialogue and visual context will be rewarded with unique items and abilities that, when used strategically, can significantly alter their gameplay experience. 

  • Dialogue and Decisions

Throughout the game, the player will encounter numerous opportunities to interact with other characters and the world by choosing from multiple options. These choices not only affect the overall narrative but also have an impact on how characters and the world react to the player. For example, consistently exhibiting aggressive behavior toward a faction will lead its members to share that information and respond with displeasure. This principle applies equally to villagers, city residents, and even allies.

  • Battles

The game features a complex and challenging battle system. Battles occur in turns, with each character performing their action in sequence.

Unlike other games with more traditional turn-based systems, where battle interaction is limited to choosing options from a menu, in Mechanical God Saga, the player has the possibility to perform a sequence of inputs to maximize damage to the enemy. Similarly, when under attack, the player, by pressing the defense button at the exact moment the enemy attack hits, can defend themselves, reducing damage by 50%. Thus, actions in battle are interactive and dynamic.

When attacking, the player accumulates a combo counter. By successfully defending enemy attacks in their entirety, they can maintain the combo from turn to turn, increasing it each time. Increasing the combo also proportionally increases the damage the player inflicts on enemies. Consequently, by increasing the damage done with each action, the player also proportionally increases the experience points earned when executing their turn. In this way, the defense mechanism is not only suitable for reducing received damage but also for increasing the maximum potential damage to be dealt and for gaining experience points more quickly, efficiently, and intelligently.

This combo counter is retained from battle to battle. This requires the player to always be attentive and carefully execute their actions, even when facing weaker enemies on the path to a challenging enemy, as maintaining this combo can be the difference between victory and defeat.

Types of Interactions

After finalizing the compositional idea, I attempted to compile a list of all the signal processing types and audio effects that I intend to use in my piece. To practice with fixed elements, the aim was to control the parameters rather than randomize them, so that I can bring the project closer to what I expected and make it executable as well. In other words, I determined which aspects should be under my control and which should not.

Throughout the semester, I experimented with these different types of interactions to explore my sound possibilities and predict how they would affect the sounds of the violin.

  • Multiple Loops (evolving musical patterns) On/Off through monitor?
    On/Off via Sensors? It needs more precise and complicated patches, and the patches should track unnormal gesture and not the way I usually play with violin
  • Audio Signal Processing Pitch shifting
    Time stretching Amplitude/Dynamic Reverb/Delay Timbre
  • Microsoft Word – ExposĂ© II.docx
  • Chorus: to create a thicker sound by duplicating the signal and slightly varying the pitch and timing
  • Sound Synthesis Variations Additive synthesis
    FM (frequency modulation) synthesis Granular synthesis
  • Granular Synthesis
    Grain size:
    shorter grains noisier and more textural, longer grains are more faithful to the recorded sounds of the buffer Grain Density: higher density sounds thicker and more continuous, lower density scattered texture and more noticeable individual grains Grain shape (windowing function): the envelope applied to each grain to shape its amplitude over time, currently I am using the Hamming window Grain position (start time): the start pointing of each grain within the original audio sample Grain playback direction: forward or backward!
    Grain spatialization: just have an idea that the grains move around the listeners from everywhere like a rain!
    Grain sequencing: different order of the grains’ playback for more chaotic textures Randomize the parameters: Which is not my goal, but it’s also another possibility!
  • Spatialization The goal is to begin with headphones that track movements and initially use a binaural mix. Additionally, I plan to explore spatialization, utilizing various IEM plugins, including those designed for granular purposes.

#10 Findings

For this project, I wanted to explore the usage of plants in Blender and I went into the project thinking that I will be using the GScatter addon. After a bit of working with it, I found out that this addon was way more complicated than just using the built-in features in Blender called Geometry Nodes.

I also wanted to create a day and night cycle animation and I also thought this would be very complicated by using light animation, but then I also found out that Blender has a built-in sun position animation addon, which creates the whole animation with a few settings.

Another thing I learned during this Project was, that the addons used in a Blender File are not saved to the .blend file, but need to be activated again on each PC before rendering. I made the mistake of not activating the addons before rendering and ending up with 18 animations with no day/night cycle. So as a reminder to everyone – Don´t forget to activate your addons!

To conclude, I found out that Blender has a lot of built-in addons and functions, for which I thought I would be using external addons or do it manually.

#09 Animation

I started by using the After Effects template provided to create the animation. To organize the project, I made sub-compositions for each part of the animation. Then, I imported the PNG files needed to build the animations.

Each animation included six different camera renderings. This meant that each main composition contained six sub-compositions, one for each camera angle. After setting up all these elements, I rendered the animation to see how it looked.

When I reviewed the animation, I noticed it was too bright. To correct this, I used Premiere Pro to adjust the colors and make the animation look better. After applying these color corrections, I rendered the final version of the animation.

#08 Rendering

After the final setup of my cameras I went to the next step, which was setting up the right render properties. For the first preview images I rendered the animation with a low number samples (64). With this I could check if everything is set up right for the animation. The render engine I used was Cycles.

Fo the final animation I used 2048 samples. I rendered the animation in PNGs, which would be later be but together in After Effect. For each camera I used different resolutions, for the main one I used 1248x624px, for the side panels 104x312px and for the bottom panel 832x208px. Each rendering had 240 frames.

In total I had to make 18 different renders, for each camera set up one.

#07 Setting Up Cameras

Since I knew the animation was going to be used on a stage, split over six screens, I created six different camera positions for each animation. I made three different animations, therefore I placed 18 different cameras.

The first animation should give an overview over the whole scene. So I set the main camera centered in the front of the scene. The bottom camera I placed at the bottom of the scene close to the plants to set the focus on these. The two left and two right cameras were placed to showcase the arcs of the building, giving depth to the animation.

The second animation was set to see the scene from the top. The main camera in this setting was placed on top of the figure. The bottom camera was placed to showcase the ceiling and plants from above. The outer left and right set the focus on the stairs, and the inner left and right to showcase the ceiling with plants.

The third animation was to show the top view from different close-up positions, to put the plants and pedestal into focus. The main camera was placed facing down on the pedestal to show the sky animation in the mirror texture of the pedestal. The bottom camera was placed facing down on the plants to show the shadow movement between them. The same was done with the two left and two right cameras., the inner ones showing the pedestal and the outer ones showing the plants.

Survey

To finalise my research, I conducted a short interview with a person to get another perspective on the topic.

The interviewee, after telling me that she is familiar with images generated by artificial intelligence, said that it is mainly those involving nature or landscapes that are very realistic and that she is therefore often unable to distinguish them. 

As a designer she has mixed feelings because on the one hand, she thinks AI is a very useful tool that can speed up the work; on the other hand she thinks it is ethically wrong for designers and artists in general. 

When I showed her the images I generated using AI, she said that she thought it was normal to get these results because they are based on statistics. At the same time she also acknowledged that they were very stereotypical images.

In conclusion, she stated that she is not sure whether the images generated by artificial intelligence reproduce stereotypes because they are based on statistics and information that people give. However, she then reflected on the fact that society is biased and therefore these images are nothing but a consequence of society itself.