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Creating Hyper-Adaptive Music on an Indie Budget
Composer C. Andrew Rohrmann presents a modular approach to music writing, production and implementation via an overview of the creation of the music for Galak-Z. He'll demonstrate how (with the aid of 17-Bit Games' Unity-based Audio17 music environment) composers can create multi-layered and hyper-adaptive musical elements that react to multiple gameplay variables, and combine to form an arrangement that is unique for each and every play session.
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