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Tag: ambient

Interview with Sword & Sorcery Ambient Game Creators

Over at CDM, there’s a great interview with the creators of Sword & Sorcery, an ambient music game for the iPad. The game combines minimalist gameplay with tightly integrated sound and music. It draws heavily on nostalgia, employing sounds and visuals that are very reminiscent of the original Legend of Zelda and Castlevania games.

Jim: I captured all of the music either on a PlayStation using MTV’s Music Generator and/or
[Apple] GarageBand. For example, on the song, ‘Lone Star,’ I drummed a beat onto a cassette four-track, burned that onto a CD, placed the CD into the PlayStation, sampled and looped in MTV Music Generator,
and then built a song around it using that software. THEN I brought it into GarageBand and added more layers and effects. I also used a [Casio] SK-1 peppered throughout. In terms of plug-ins and soft synths, I used a lot of the Arturia stuff, [Native Instruments] Kontakt, [XLN Audio] Addictive Drums, [Toontracks] Superior Drummer, and a [Universal Audio] UAD-2 card loaded with a bunch of their processing plug-ins. [1]

Slow-Fi Generative Music Environment by Jason Soares

Slow-Fi is a generative self correcting audio/visual environment. Original concept and software by Jason Soares 2004. Modified in 2009 by Jason Soares & JFRE Coad. Download for Mac/PC. Slow-Fi EP release August 24th, 2010 on imputor? Records.

Once running, the emitter (pulsing circle) will launch hexagon shapes from itself. These hexagons with be assigned a random note and will move around randomly and intermittently. If a hexagon moves onto the emitter, it will kill that hexagon and launch two new hexagons in its place. There are three lines in the upper left corner which show the status of the system. The middle light grey line represents the current amount of hexagons. The left and right dark grey lines are the randomly chosen maximum and minimum triggers for the emitter to react to. Once the amount of hexagons reaches the maximum amount (left line), the emitter will start moving around the screen bouncing off the walls at different random speeds and directions killing off hexagons. It will do this until it reaches the minimum amount (right line). Then new amounts will be chosen and the process will start over. [1]


Enter the ambient world of Osmos: elegant, physics-based gameplay, dreamlike visuals, and a minimalist, electronic soundtrack.

Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax… good things come to those who wait.

Progress from serenely ambient levels into varied and more challenging worlds. Confront attractors, repulsors and intelligent motes with similar abilities and goals as you.