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== USING PURE DATA IN SPORE AND DARKSPORE - SUCCESSES AND FAILURES ==
== Using Pure Data in Spore and Darkspore – Success and failures ==
===Author: Kent Jolly===
[[File:ElectronicArts-Logo.jpg|thumb]]
Author: Kent Jolly


A short presentation on the development of EApd at Electronic Arts, and it's use in Spore as well as Darkspore, followed by a Q/A period.
A short presentation on the development of EApd at Electronic Arts, and it's use in Spore as well as Darkspore, followed by a Q/A period.


The use of PD in Spore was a first in many respects. Buoyed by the excitement and innovation of the game, the team was willing to take on procedural music and a custom sound system that featured the use of pd (EApd).
The use of Pd in Spore was a first in many respects. Buoyed by the excitement and innovation of the game, the team was willing to take on procedural music and a custom sound system that featured the use of Pd (EApd).


There were many successes but also quite a few problems, both technically and artistically. The talk will detail what was done, what the successes and problems were, and invite discussion on ways to advance the use of Pd and procedural audio in the future.
There were many successes but also quite a few problems, both technically and artistically. The talk will detail what was done, what the successes and problems were, and invite discussion on ways to advance the use of Pd and procedural audio in the future.
* http://www.spore.com/comm/updates/update101508

Revision as of 16:35, 9 June 2011

Using Pure Data in Spore and Darkspore – Success and failures

ElectronicArts-Logo.jpg

Author: Kent Jolly

A short presentation on the development of EApd at Electronic Arts, and it's use in Spore as well as Darkspore, followed by a Q/A period.

The use of Pd in Spore was a first in many respects. Buoyed by the excitement and innovation of the game, the team was willing to take on procedural music and a custom sound system that featured the use of Pd (EApd).

There were many successes but also quite a few problems, both technically and artistically. The talk will detail what was done, what the successes and problems were, and invite discussion on ways to advance the use of Pd and procedural audio in the future.