Audio before and after - Maize Wallins @VideoBrainsTalks
Audio before and after - Maize Wallins  @VideoBrainsTalks
Uploaded February 2017 | Updated September 2026, 2 weeks ago
In this talk, Maize will look at the effects of timing and prescription when implementing audio in to games. In musical scoring, we often talk about prescriptive, and postscriptive scores. In games, we are beginning to talk about non-prescriptive audio - in an effort ot have players fill the gaps with their own thoughts and biases.

what allows us to change these roles? What's on the implementation side and what's on the composition side? I'm hoping we can all discuss together, and get a deeper understanding of the role of audio in games.
------

VideoBrains is a free monthly conference where video games developers, journalists and players give talks and answer questions. We’ve had fantastic talks on everything from indie marketing to the Slender Man to a behind-the-scenes look at Deus Ex.

Twitter! twitter.com/Videobrains
Facebook! facebook.com/VideoBrains
Patreon! patreon.com/VideoBrains
For everything else VideoBrains, including tickets for our upcoming events, check the website: videobrains.co.uk
Audio before and after - Maize WallinsTwenty Years a Doom Modder - Matthew TropianoThe Horror of Knowing - Ben MeredithDating the Diverse Space Jesus - Emily R MarlowThings I learned growing up trans in games - Natalie ClaytonGames, Intertextuality And Inspiration - Keith StuartHow I Learned To Stop Worrying And Love Grimdark Space Barbies - Tom HatfieldAre you a zany enough dude to eradicate the concept of leisure? - David HaywardWhy I Can Never Forgive Ed Fenning - Tom HatfieldThe Fuckeduplet 4: Guns in Games are Fucked - Alice BellWriting & Designing NPCs - Dustin Connor & Florencia MinuzziJazz in an elevator - Thryn Henderson
VideoBrains Event |

Audio before and after - Maize Wallins

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER