As game developers, we always want to put the best version of the game forward. With trailers for our games, we often create an experience that we wish we had, when the reality of the game is different. Gone are the punchy cuts that match beats, or music that matches the moment to moment gameplay. What if we could get closer to that experience?
A game development tool that allows us to reach those cinematic ideals we capture in trailers.
Koreographer gives developers a new set of audio data to synchronize game events to; leading to more exciting actions scenes, more cinematic in-game cutscenes, and an incredible depth to music that gives us truly adaptive audio. Koreographer Cinema is adaptable to most any codebase, and works with current audio systems like Wwise, FMOD, and even custom systems based in C.
Koreographer Cinema is based on the same great technology refined in the Unity Asset Store by thousands of enthusiastic users. It gives audio a robust language to communicate to game engines with, by keeping it system performant. This creates a second channel of communication that allows games to send information to audio systems, and the audio systems a way to inform that game. We call that “true” interactive audio.
Game audio systems have relied on a “one-way-street” of signals that control audio. The game logic informs the audio systems what to do. The game is never aware of what is happening in the music. What if communication traveled two ways? What kind of dynamic audio designs could you come up with? Koreographer Cinema answers those questions.
To find out more about how we can develop a custom solution for you, contact us today.
Koreographer Cinema is built on a foundation of our Koreographer technology, a proactive audio system that has been used by over 2000 developers to create all types of new musical experiences.