Adaptive Soundtracks in Games

Many video games these days boast having a dynamic soundtrack, but that usually just means the score kicks into a high tempo beat when you start shooting. Mark Brown shares some more inventive uses of adaptive audio. This episode is best watched while wearing headphones. Support Game Maker’s Toolkit on Patreon - Games shown in this episode (in order of appearance): Deus Ex: Human Revolution (Eidos Montreal, 2011) Far Cry 3 (Ubisoft Montreal, 2012) Red Dead Redemption (Rockstar San Diego, 2010) Uncharted: Drake’s Fortune (Naughty Dog, 2007) Dead Space (Visceral Games, 2008) Splinter Cell: Chaos Theory (Ubisoft Montreal. 2005) Portal 2 (Valve Corporation, 2011) Mario Kart 8 (Nintendo, 2014) WipEout HD (Sony Liverpool, 2008) Luftrausers (Vlambeer, 2014) New Super Mario Bros. U (Nintendo, 2012) The Legend of Zelda: Skyward Sword (Nintendo, 2011) The Legend of Zelda: Spirit Tracks (Nintendo, 2009) Super Mario Galaxy 2 (Nintendo, 2010) Super Mario Galaxy (Nintendo, 2007
Back to Top