Different Scenes and Adaptive Mapping

This chapter encompasses an updated analysis of the various scenes of Mechanical Saga’s, in terms of narrative and visual scene, which directed the music composition in emotional terms and helped to define music changing triggers.

Menu

The menu section consists of a visual representation of “Iridir Forest”, which is described in the next scene, together with the sky (on the left), representing the long adventurous journey that the player will dive into. Keywords for the music composition include mistery, adventure, fantasy and long journey.

Story-Telling

At the start of the game, a storytelling sequence introduces the player to the unfolding conflict, allowing them to choose their character and customize its features. This moment sets the stage for an epic journey, making it an ideal place to introduce the main theme. The theme conveys a sense of power and grandeur, symbolizing the beginning of a long conquest while also hinting at mystery. This theme will be re-introduced near the final battle and at the end of the first episode, reinforcing its significance, tying key moments together and emphasizing the weight of the player’s journey.

Iridir Forest

  • Scene Description 

In this scene we encounter ourselves in a forest with a lake. The atmosphere is calm and peaceful until soldiers inevitably appear for a first fight. Later, after having completed the next section, Iridium’s Prison, the player goes back to Iridir Forest, in the “Upper Cliff”.

  • 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 was guilty of killing various soldiers of their squad, even though he had swore allegiance to them. After this unavoidable dialogue 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. After this fight the player is able to transition to Iridir’s Prison, which is the next described scene, and after its completion, the player leaves the prison, entering the “Upper Cliff” zone of Iridir’s Forest for a final dialogue with his friend, being happy and relieved to have gotten out of this adventure alive, but also longing for the life of others that were killed within the prison.

  • Music Soundtrack

For this scene there are three musical themes, with the first one ending with the beginning of the first battle. There is also a song for the battle scene, which will be used for all common battles, followed by the second theme that will continue in the next scene, which aims to purvey some relief after winning the first fight. The third theme occurs when the player gets to the “Upper Cliff” after completing the prison scene.

What should the music portray?

First Theme (Iridir Forest I): Sense of having to conquer something; the start of a new journey; fantasy; motivation.

Second Theme (Iridir Forest II): Relief; sense of victory; positive feeling;

Third Theme (Iridir Forest III): Relief, end of a tense journey, melancholy, contemplation, mixture of sadness and joy.

Fight Theme: Challenge, adrenaline, drama, upbeat.

Adaptive Elements

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. Regarding the game status, when inevitably confronted with other soldiers, the music will adapt and portray tension, as most often this encounters result in battles. This way the narrative of the game is supported, enhancing the players feeling of tension. A different approach was tested where, depending if enemies were around, tension would be applied in the soundtrack, but as it is possible to avoid them by not running into them, as if they didn’t see the player’s character, and as it is common in gameplay, it was decided to only apply tension when the inevitable encounters happen. The tension may then be kept for a longer period of time after the encounter, depending on the situation. This encounters happen at certain situations in the game, such as when a certain goal, like releasing a friend from prison is achieved, which is then followed by the appearance of the enemies. This system simplifies the approach and makes the tension feel more impactful, otherwise several instances in the game would trigger the tense states, reducing its impact.

 Regarding battles, the health status of the player will also be causing a change in musical parameters, so that the player becomes aware of being closer to losing. 

How are these changes portrayed in the soundtrack?

  • Player’s position

As the player constantly has to get to new map zones in order to progress, new instrumentation is layered on top of the existing one whenever this happens. It subtly signs progression as the music becomes richer and is in harmony with the existing one.

  • Game Status

To evoke tension when confronted with enemies, some of the used techniques include adding low percussion elements, raising the cutoff frequency of filters and incorporating horn instruments. Synthesized sounds with a metallic aspect are also associated with the enemy soldiers as for their metallic vests, and its connection to the mystery of a nuclear event. As a reference, Age of Empires enhances tension with low percussion and tremolo strings, while Corrupted Dungeons increases percussion and uses horns when enemies appear.

  • Health Status

In order to portray lower levels of the health level during battles, a decay of the musical brightness happens, which comes due to injury often being portrayed by a decrease in sensors, using a low-pass filter to make audio elements less distinct. The reduction of the stereo field, as used in Nier: Automata, is also an interesting technique, although we chose not to use it for aesthetic reasons.

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 triggers a more dramatic tone, although not discouraging the player to try again, as players have the opportunity to instantly retry battles.

Musical Language and Instrumentation

The composition blends orchestral and electronic elements, combining the historical and supernatural themes of the game. Most instruments are virtual MIDI-controlled, allowing flexible parameter adjustments for adaptive variations. The orchestral instrumentation, while not entirely realistic, complements the not-so-high fidelity of the game’s visuals.

When composing for specific scenarios, it was crucial to convey the appropriate emotions – mystery, relief, or stress – while ensuring seamless synchronisation with gameplay. Therefore emotional mapping was done for each scene with keywords of intended emotions.

Analysing compositional techniques, such as in the Final Fantasy VII soundtrack, helped shape my approach, particularly in crafting mystery and excitement through harmonic choices.

The menu music incorporates lydian and mixolydian #11 scales, creating a mysterious yet adventurous feel. For the main theme, I aimed for a powerful,dramatic atmosphere, similar to Game of Thrones, emphasising grandeur, tension, and mystery. The heavy drums and rich string textures evoke battle and power struggles, reinforcing the game’s narrative depth. These elements are integrated through tense chord progressions and deep and resonant fifths in the lower register, enhancing the dramatic impact.

The boss fight represents the game’s climax, demanding the most intense and chaotic musical expression. To capture this, I used an irregular 7/8 time signature, creating a sense of instability and aggression. I incorporated diminished and half-diminished scales, in a way that heightens the dissonance and further amplifying the intensity and urgency of the battle.

Adaptive music for Mechanical Saga: Life’s Ultimate Gamble

  1. Introduction

 The goal of this project is to develop the original soundtrack for the first episode of Mechanical Saga: Life’s Ultimate Gamble and to create a music system that makes it possible to adapt to the gameplay and support the game’s narrative, subtly guiding the player regarding different situations and progress within the game. After having understood the story and the mechanisms behind the game, there was a better foundation on how to approach music, while making it sound cohesive throughout the game. How to adapt the music to specific situations is a key element of the research, as well as considering all possible scenarios in order to succeed in supporting every possible situation. This methods are tailored for this game but can also be applied to other games of similar nature. Direct implementation the music in the game was not possible yet due to unforeseen complexity regarding the incompatibility between Fmod, the chosen audio middleware for music programming, and RPG Maker, used to develop the game, although the programmer, Daniel Malhadas, is currently working on ways to bridge this technical gap. 

Fig. 1 Mechanical God Saga: Life’s Ultimate Gamble Menu Section.

2. The Game

Mechanical God Saga is a post-apocalyptic role-playing game blending Japanese and Western RPG elements, focused on storytelling, exploration, and impactful player choices. To quote from Malhadas, In a world ruled by the cruel God Emperor, mutated humans are hunted, while a mysterious Mechanical God watches from the shadows. The goal is to uncover the truth, and challenge prejudice through battles and character evolution. Players enhance their characters by exploring for better items and equipment or engaging in battles to gain experience and grow stronger. Please refer to the previous documentation for further explanation of the game.

In the next blocks there will be an explanation on how the music was composed, the adaptive elements and the subsequent music programming using Fmod.

Brotaru & the Power of Interactive Games

During our Erasmus journey leading up to the Game Jam, we had the chance to explore Brotaru, a monthly meet-up designed for game developers in Brussels. More than just a networking event, Brotaru fosters a relaxed, community-driven space where indie developers, students, and industry professionals can connect, share projects, and exchange ideas.

What made this experience even more exciting was the variety of interactive games on display. Some projects experimented with VR and 4D movie-like experiences, creating an immersive blend of storytelling and technology. One particularly fascinating game involved a topological golf course map, while another featured a maze projected onto the floor, where two players controlled simple blocks to navigate the challenge.

My personal highlight was an educational game that used a dance mat—a perfect blend of fun and learning. With engaging characters and a strong narrative, it encouraged players to solve math problems through movement, making learning an interactive adventure rather than a chore.

Beyond the games, Brotaru emphasized collaboration over competition, creating an inspiring environment for creative minds. Developers openly shared their experiences, struggles, and breakthroughs, making it a place where innovation thrived. Whether you’re a game designer, programmer, or just a gaming enthusiast, Brotaru is a must-visit hub for anyone interested in the future of game development.

Exploring iMAL: A Hub for Digital Arts and Innovation

As part of our Erasmus experience leading up to the Game Jam, we had the opportunity to visit iMAL, a fascinating space dedicated to digital arts, creative technology, and innovation. More than just a gallery or a workspace, iMAL serves as a dynamic platform where artists, designers, and technologists come together to push the boundaries of digital creation.

From the moment we stepped inside, the space felt like a hybrid between an exhibition hall, a research lab, and a creative playground. The open layout encouraged interaction, with various installations, prototypes, and digital experiments on display. Some were conceptual and thought-provoking, while others were interactive, allowing visitors to engage directly with the technology behind them.

What stood out most was iMAL’s focus on experimentation and collaboration. It’s not just a place where finished projects are showcased; it’s a space where ideas are developed, tested, and refined. The center offers residencies, workshops, and maker labs, providing creators with the tools and resources to explore new possibilities in digital art and technology.

Unlike traditional art spaces, iMAL embraces the intersection of art and technology, from AI-generated visuals to immersive VR experiences and interactive installations. It’s a space that challenges conventional storytelling, reimagining how digital media can be used for artistic expression.

Visiting iMAL was a truly inspiring experience, highlighting the importance of spaces that encourage artistic risk-taking and innovation. Whether you’re an artist, a game developer, or just someone curious about the future of digital creativity, iMAL is a place where new ideas come to life—blurring the lines between art, technology, and storytelling in the most exciting ways.

Exploring a Coworking Haven for Game Developers

As part of our Erasmus program leading up to the Game Jam, we had the chance to visit a unique coworking space designed specifically for game developers. This wasn’t just any workspace—it was a creative hub where innovation, collaboration, and inspiration thrived.

The space was open and flexible, filled with desks featuring different setups, each reflecting the unique work styles of its occupants. What immediately caught my attention was the vibrant atmosphere—walls adorned with colorful references from various fandoms, trophies proudly displayed near the entrance, and even a small, quiet booth designed for focused solo work. Every corner seemed intentionally designed to spark creativity.

One of the most intriguing aspects was how gamified the space felt. A leaderboard encouraged friendly motivation, while personalized work areas allowed developers to truly make the space their own. At the very end of the room, a play area with video games and musical instruments added an extra layer of fun and relaxation.

We learned that this coworking space was built for startups and independent developers to foster a sense of community. It wasn’t just about having a desk—it was about being part of a network where knowledge was freely shared, questions were encouraged, and collaboration was key. Much like the Game Jam itself, the environment wasn’t competitive but rather supportive, aiming to help each member grow and discover new ideas together.

What also stood out was how different this space felt from the stereotypical image of a dark, LED-lit game development cave. Instead, it was bright and spacious, filled with natural light and plants, encouraging movement and interaction. It was a refreshing reminder that creativity flourishes in dynamic, welcoming environments.

Seeing developers and designers actively problem-solving, bouncing ideas off each other, and refining their projects in real time was truly inspiring. It felt like a sneak peek into the future of gaming—perhaps even witnessing the birth of the next award-winning indie game.

This visit left a lasting impression, reinforcing how important community and collaboration are in the creative process. Whether you’re a solo developer or part of a team, having a space that nurtures creativity and connection can make all the difference.

Game Jam Experience at ESA Saint-Luc Bruxelles

Participating in the game jam at ESA Saint-Luc Bruxelles was an incredible experience that pushed my creativity, teamwork, and problem-solving skills to new heights. Our group of six students started by introducing ourselves and discussing our individual strengths and interests. Although we lacked dedicated coders, we quickly divided tasks based on our skills, ensuring a balanced workflow.

The Theme: „One Rule to Rule Them All“

Once we received our theme, we immediately set up a collaborative Figma board to organize mood boards and potential ideas. Brainstorming out loud, we wrote down key concepts and ranked them based on feasibility. Our goal was to create a game in Unity with a cute yet eerie aesthetic.

After refining our ideas and receiving positive feedback, we settled on „Chill King Aka Ribbit“, a whimsical yet slightly creepy concept. The excitement was contagious as we built upon the original story, assigning roles accordingly—3D artists, coding „experts,“ sound designers, 2D environment artists, animators, and branding designers. Luckily, our team structure fit perfectly.

Day 1: Laying the Foundation

We dedicated the first day to finalizing the game’s core concept, setting up Unity, and listing all necessary assets. Our character design and rigging process began, ensuring that our protagonist was ready for animation.

Day 2: Refining the Details

The second day was all about polishing the narrative, resolving plot holes, and establishing the branding and overall tone of the game. I worked on creating the UI, setting up a 2D file in Unity for the interface. Our groupmates composed original music for some scenes, while other tracks were selected from a studio. By the end of the day, we had implemented key assets and ensured our character could move within the game world.

Day 3: Bringing It All Together

The final day was a rush of completing code, integrating 3D assets, and linking the UI elements I had designed the previous day. This was a challenging but rewarding task, as it was my first time setting up UI in Unity. We added speech bubbles for NPCs, refined character movement, and made last-minute tweaks to improve the overall feel of the game.

We almost ran out of time while building the final version, but the thrill of successfully loading our game onto the platform made the effort worthwhile. We celebrated as a team, proud of what we had accomplished in just three days.

Game Testing & Takeaways

The next day, students and other game jam participants tested each other’s games. Seeing people engage with and enjoy our work was an amazing feeling. The experience not only boosted my confidence but also inspired me to explore game design further. I gained a deeper appreciation for the different roles involved in game development and stayed in touch with my teammates for potential future projects.

Creating a game in such a short timeframe was an intense but unforgettable journey. It reinforced the power of collaboration and the excitement of bringing an idea to life. I can’t wait for my next game jam adventure!

6.Impuls: Tutorial – HOW To Learn Motion Design In 2024 From ZERO

In der dynamischen Welt des Motion Designs stehen angehende Designer oft vor der Herausforderung, den richtigen Einstieg zu finden. Das YouTube-Video „HOW To Learn Motion Design In 2024 From ZERO“ bietet einen umfassenden Leitfaden für alle, die von Grund auf in dieses faszinierende Feld eintauchen möchten.

Das Video beginnt mit der Betonung der Bedeutung von Grundlagen. Bevor man sich in komplexe Projekte stürzt, ist es essenziell, ein solides Fundament in Designprinzipien wie Komposition, Farbtheorie und Typografie zu erwerben. Diese Elemente bilden das Rückgrat jedes erfolgreichen Motion-Design-Projekts und sollten daher nicht übersehen werden.

Ein weiterer zentraler Punkt ist die Beherrschung der Software. Programme wie Adobe After Effects, Cinema 4D und Blender sind in der Branche weit verbreitet. Das Video empfiehlt, sich zunächst auf ein Programm zu konzentrieren und dessen Funktionen gründlich zu erlernen, bevor man zu weiteren übergeht. Dies verhindert Überforderung und ermöglicht ein tieferes Verständnis der Werkzeuge.

Die Kreativität spielt ebenfalls eine entscheidende Rolle. Das Video ermutigt dazu, regelmäßig Inspiration zu suchen, sei es durch das Ansehen von Arbeiten etablierter Designer, das Studieren von Kunst oder das Beobachten der Natur. Diese Einflüsse können dabei helfen, den eigenen Stil zu entwickeln und innovative Ideen zu generieren.

Ein oft unterschätzter Aspekt ist die Bedeutung von Feedback. Es wird betont, wie wichtig es ist, die eigenen Arbeiten mit anderen zu teilen und konstruktive Kritik einzuholen. Dies kann durch die Teilnahme an Online-Communities, Foren oder lokalen Designgruppen geschehen. Durch den Austausch mit Gleichgesinnten erhält man wertvolle Perspektiven und kann seine Fähigkeiten kontinuierlich verbessern.

Die Praxis steht im Mittelpunkt des Lernprozesses. Das Tutorial schlägt vor, regelmäßig kleine Projekte zu erstellen, um das Gelernte anzuwenden und zu festigen. Dies könnten kurze Animationen, Logo-Designs oder sogar persönliche Projekte sein, die das eigene Portfolio bereichern. Durch kontinuierliches Üben entwickelt man nicht nur technische Fertigkeiten, sondern auch ein besseres Verständnis für Timing und Rhythmus in Animationen.

Ein weiterer wichtiger Punkt ist die Anpassungsfähigkeit. Die Welt des Motion Designs entwickelt sich ständig weiter, mit neuen Trends, Techniken und Tools. Das Video empfiehlt, stets offen für Neues zu sein und sich regelmäßig über aktuelle Entwicklungen zu informieren. Dies kann durch das Lesen von Fachzeitschriften, das Besuchen von Workshops oder das Anschauen von Tutorials geschehen.

Abschließend wird in dem Video betont, dass Geduld und Ausdauer am wichtigsten ist, um im Lernprozess weiterzukommen. Motion Design ist ein komplexes Feld, und es ist normal, auf Herausforderungen zu stoßen. Wichtig ist, nicht aufzugeben und kontinuierlich an den eigenen Fähigkeiten zu arbeiten. Mit der Zeit und durch konsequente Anstrengung werden Fortschritte sichtbar, und der Weg zum versierten Motion Designer wird greifbar.

Zusammenfassend bietet das Video einen klaren und strukturierten Fahrplan für alle, die eine Karriere im Motion Design anstreben. Durch die Betonung von Grundlagen, kontinuierlichem Lernen und praktischer Anwendung legt es den Grundstein für langfristigen Erfolg in diesem kreativen Bereich.

# 10 || The 12 principles of animation

The 12 Principles of Animation are essential guidelines for professional animators, originally developed by Disney animators in the 1930s. They were formally outlined by Ollie Johnston and Frank Thomas in their 1981 book, „The Illusion of Life: Disney Animation“. These principles continue to be widely taught and applied in animation, despite advancements in technology and industry changes. They remain relevant in modern films, web design, and animation studios worldwide.[1]

The 12 principles are:

  1. Squash and stretch

This principle gives a sense of weight and flexibility to objects. For example, a bouncing ball will squash upon impact and stretch when ascending, keeping its volume throughout, just like a normal ball would.

  1. Anticipation

Anticipation prepares the audience for an action, making movements more realistic. For example, a character bending their knees before jumping, signals that the action is about to happen.

  1. Staging

Staging directs the audience’s attention to the most important elements in a scene, making sure that its clear what is shown. This can be achieved through composition, lighting, and camera angles.

  1. Straight-ahead action and pose-to-pose

These are two approaches to creating movement. Straight ahead action involves drawing each frame in sequence, leading to fluid, dynamic motion. Pose to pose starts with key frames and fills in the intervals, allowing for more control over timing and positioning.

  1. Follow through and overlapping action

This principle ensures that different parts of a character or object continue moving after the main action has stopped, reflecting the laws of physics. For example, a character’s hair or clothing will continue to move and weave, after they have stopped walking.

  1. Slow in and slow out

Movements in the real world typically start slowly, accelerate, and then decelerate. Animating more frames at the beginning and end of an action, with fewer in the middle, gets this effect.

  1. Arc

Natural actions tend to follow arched trajectories. Incorporating arcs into animation makes movements appear more fluid and realistic.

  1. Secondary action

Adding secondary actions, like a character’s facial expression or a subtle gesture, supports the main action and adds depth to the scene.

  1. Timing

The number of frames dedicated to an action determines its speed and conveys aspects of the character’s mood and personality. The correct timing ensures that movements feel natural.

  1. Exaggeration

Exaggeration enhances actions to make them more dynamic and engaging. While realism is important, amplifying certain elements can add appeal.

  1. Solid drawing

This principle emphasizes understanding three-dimensional forms, anatomy, and weight. Even in two-dimensional animation, characters should appear to have volume and balance.

  1. Appeal

Characters should be visually engaging and relatable. This doesn’t mean they must be conventionally attractive; even villains can have appeal through distinctive designs and personalities.[2]

Bibliography

Lesley University. “The 12 Principles of Animation.” Accessed February 7, 2025. https://lesley.edu/article/the-12-principles-of-animation.

Šarec, Eva. “12 Principov animacije.” Hashtag, September 20, 2023. Accessed February 7, 2025. https://hashtag.si/12-principov-animacije/.


[1] Lesley University. “The 12 Principles of Animation.” Accessed February 7, 2025. https://lesley.edu/article/the-12-principles-of-animation.

[2] Šarec, Eva. “12 Principov animacije.” Hashtag, September 20, 2023. Accessed February 7, 2025. https://hashtag.si/12-principov-animacije/.

This blog content was translated by artificial intelligence.