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Below are some of our favorite links to games, readings, inspirations, and resources for creating audio game compositions and interactive audio experiences. In particular, the tools at the bottom represent the primary systems we are using to create games for this research. For our full lit review database, feel free to visit our zotero page as well, which contains many more resources grouped by category.
Games / Compositions / Interactive Media Artworks (inspirations)
- Tunic, Andrew Shouldice / Isometricorp Games, 2022
- Creaks, Amanita Design, 2020
- Control, Remedy Entertainment, 2019
- Gris, Nomada Studio, 2018
- Inside, Playdead, 2016.
- Phonopath (Kevin Regamey, 2015)
- Fract OSC, Richard Flanagan/Phosfiend Systems, 2014
- Samorost 3, Amanita Design, 2016
- Kentucky Route Zero, Cardboard Computer, 2013
- FEZ, Polygon 2012
- Limbo, Playdead, 2010
- Myst, and the sequels, 1993-2005
Readings (websites, blogs, books, articles)
- Nguyen, C. Thu. Games: Agency as Art. New York, NY: Oxford University Press, 2020.
- Grimshaw, M. Game Sound Technology and Player Interaction: Concepts and Developments. Hershey, PA: Information Science Reference (IGI Global), 2011.
- Sweet, Michael. Writing Interactive Music for Video Games. Addleson-Wesley, 2014.
- Horsburgh, A., McAlpine, K, and Clark, F. “A Perspective on the Adoption of Ambisonics for Games.” In Proceedings from the AES 41st International Conference, London, UK, 2011.
- Roth, Martin. “What’s the Deal with Procedural Game Audio?” Designing Sound, Oct. 31, 2014.
- Trammell, Aaron. “The Role of Sound in Video Games: Pong, Limbo and Interactivity.” Sounding Out, Sept. 8, 2010.
- Usher, Raymond. “How Does In-Game Audio Affect Players?” Gamasutra, April 18, 2012.
Films / Video