Adaptive Soundtracks in Games - accordion-games.com

Adaptive Soundtracks in Games

Game Maker’s Toolkit
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Many video games these days boast having a dynamic soundtrack, but that usually just means the score kicks into a high tempo beat when you start shooting. Mark Brown shares some more inventive uses of adaptive audio. This episode is best watched while wearing headphones.

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Games shown in this episode (in order of appearance):

Deus Ex: Human Revolution (Eidos Montreal, 2011)
Far Cry 3 (Ubisoft Montreal, 2012)
Red Dead Redemption (Rockstar San Diego, 2010)
Uncharted: Drake’s Fortune (Naughty Dog, 2007)
Dead Space (Visceral Games, 2008)
Splinter Cell: Chaos Theory (Ubisoft Montreal. 2005)
Portal 2 (Valve Corporation, 2011)
Mario Kart 8 (Nintendo, 2014)
WipEout HD (Sony Liverpool, 2008)
Luftrausers (Vlambeer, 2014)
New Super Mario Bros. U (Nintendo, 2012)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
The Legend of Zelda: Spirit Tracks (Nintendo, 2009)
Super Mario Galaxy 2 (Nintendo, 2010)
Super Mario Galaxy (Nintendo, 2007)
Super Mario World (Nintendo, 1990)
Super Mario 64 (Nintendo, 1996)
Luigi’s Mansion (Nintendo, 2001)
Monkey Island 2: LeChuck’s Revenge (LucasArts, 1991)
Banjo Kazooie (Rare, 1998)
Auditorium (Cipher Prime, 2008)
LA Noire (Team Bondi, 2011)

Music used in this episode (Non diegetic)

Icarus – Main Theme (Deus Ex: Human Revolution)
Rook Island (Far Cry 3)
Good Egg Galaxy (Super Mario Galaxy)

Clip credits

“Super Mario 64 – The Not So Endless Stairs REDUX” – joeyoshi

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