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Showing posts from July, 2017

What we learned improvising a live game soundtrack

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Recently I've done a couple of music performances that were quite different from any live game music performance I've ever seen. We let someone play the games Journey and Ori And The Blind Forest live on stage and we improvised a completely new soundtrack on the spot, reacting to whatever the player was doing. This was a unique experiment for us and we learned a lot about what works and what doesn't, so today I'd like to share our approach and experiences. Usually when game music is performed live the original soundtrack is replicated by musicians on stage. We however completely ignored whatever the original soundtrack had sounded like and improvised based on what we saw. The resulting music is different with each performance and sounds nothing like the original soundtrack. The fun of improvisation is that it's entirely in the moment . You don't know what's going to happen and it will never happen in the exact same way again. A truly live experience! Sometim...

The Ronimo coding style guide

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Last week I showed the coding methodology that we use at Ronimo , which describes our workflow. This week we'll have a look at what our actual code looks like, which is defined in our coding style guide . The idea behind our style guide is that if all code is formatted in a similar manner then it's easier to read and edit each other's code. For example, reading a different bracing style or naming convention usually takes some getting used to, and we avoid that altogether by having a strict style guide that all programmers at Ronimo must follow. I haven't seen a whole lot of style guides from other companies, but from what I've heard our style guide is quite a lot stricter than what's common elsewhere. I'm not sure whether that's true, but I can totally imagine it is since I'm known for being precise (sometimes maybe overly much). Our style guide isn't set in stone though: there's an exception to every rule. If our style guide really doesn...

The Ronimo coding methodology

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I'm a strong believer in working in a structured way. As a game programmer you need to build complex systems and just going with the flow isn't good enough. That's why I've written two documents to describe how we code at Ronimo , which every programmer and intern gets to read on their first day. Our Methodology document explains the workflow while the Style Guide explains the layout of our code. Today I'd like to show our Methodology and describe the reasoning behind the rules in this document. Note that the contents of this document aren't very original: most if it is a combination of common agile practices that I like. Let's start by having a look at the actual methodology document: The Ronimo coding methodology General method of implementing a new feature: Analyse what should be made. Discuss approach with end users (usually artists and/or designers) and lead programmer. Split into small tasks of a day at most. Make a basic planning for the small task...