Agenda
From Sibelius to Game: Crafting Adaptive Music for 'Kingdom Come: Deliverance'
This talk explores the technical and creative processes behind the music of Kingdom Come: Deliverance II, where I served as a music programmer, and soundtrack contributor. Using our proprietary Sequence Music Engine and music logic module, we authentically scored the game's 1400s Bohemia setting with segment-based adaptive music driven by in-game variables. Our workflow centers around the notation program Sibelius and our custom tool Converdi, which streamlines the production by converting the score symbols to preliminary MIDI streams per individual VSTs and by extracting the precise timing data necessary for the segment transitions. This enabled us to spend more time on the creative aspects of music and less time on production and implementation.
Takeaway
* Production should start with a complete score, and not just the MIDI exports therefrom
* Custom automation tools can streamline the music creation workflow and reduce the production time
* Resequencing is more suitable for classical and medievalesque music than layering
* Rapid music prototyping allows for early testing of adaptive music directly in the game
Intended Audience
Game studio producers responsible for music workflow, game audio professionals, music technologists, composers, and developers interested in adaptive music systems, and technical composition workflows.