6/2021


Désign Sonore

"Chapitre 10 – Musique procédurale pour jeux vidéo"

The Dynamic Percussion System is discussed in Désign Sonore by Frank Pecquet, published by Dunod (in French).

10/14/2020


asoundeffect.com

"Making the Mighty Sound of Marvel's Avengers Game"

Jack Grillo and the Crystal Dynamics audio team, and composer Bobby Tahouri, discuss using the Dynamic Percussion System in Marvel's Avengers.

6/2020


The Game Music Handbook

"Chapter 11: Advanced Algorithmic Music Systems"

The Dynamic Percussion System and its use in Rise of the Tomb Raider is given a chapter in The Game Music Handbook by Noah Kellman, published by Oxford University Press.

10/2019


IMPROTECH 2019

Workshop: "The Dynamic Percussion System: A procedural music engine for video games"

Daniel Brown (Intelligent Music Systems) discusses the Dynamic Percussion System in Athens, Greece, at a conference organized by the University of Athens and IRCAM.

10/9/2018


GameSoundCon 2018

Panel discussion “Where Worlds Collide: Interactive and Generative Music”

with Daniel Brown (Intelligent Music Systems), Michael Sweet, Rich Vreeland (Disasterpeace), and Leonard Paul. Los Angeles, CA.

12/4/2017


Google Interactive: Creative Applications of AI

Presentation: “Two Real-time Narrative Music Composition Systems”

Daniel Brown (Intelligent Music Systems) discusses the Dynamic Percussion System at the Google Interactive: Creative Applications of AI summit in Mountain View, CA.

3/16/2016


Game Developers Conference 2016

Tech Analysis: Rise of the Tomb Raider

In Rise of the Tomb Raider, Crystal Dynamics used, for the first time, procedurally generated music: the percussion music during combat scenes is composed and played by a software system in real time. It never loops, adapts dynamically to game action, and is different with every gameplay. Furthermore, the music is based on the game composer's original music: his original MIDI scores and sample data are analyzed in order to compose new music in his style during the game. In this talk, one of the game's audio designers discusses in detail the the benefits of procedurally generated music, as well as the issues and limitations faced when working with it. Videos from the game will be used as illustration.

11/15/2015


Eurogamer.net

Tech Analysis: Rise of the Tomb Raider

Utilising a middleware solution created by Intelligent Music Systems, Rise of the Tomb Raider features a fantastic selection of highly dynamic music throughout the game. Rather than simply cross-fading pre-recorded audio streams, the solution employed here is able to generate real-time audio that dynamically changes based on data created by the game's composer. It's an incredibly impressive solution to the dynamic music situation that works beautifully throughout the game.

11/06/2015


The Music of Tomb Raider

Exclusive MoTR interview with composer Bobby Tahouri

Rise of the Tomb Raider composer Bobby Tahouri talks about what it was like to use the Dynamic Percussion System.

10/26/2015


Crystal Dynamics

Dev Blog: Scoring Dynamic Combat with Procedural Music

In this blog, Crystal Dynamics releases their first video of our Dynamic Percussion System running in Rise of the Tomb Raider, along with a great blog about how it works!

10/19/2015