![]() ![]() ![]() ![]() What is weird is that on paper I know this sounds like the most boring premise for a video game every. The goal is to build a fully functioning city and not be broke at the end of the year when the taxman comes calling. I’ve included a shot from that as well.One thing that is constant with all the SimCity games is the goal. So that’s the music design in a nutshell, it was a blast to put this together, and a real treat to go to Warner Brothers and sit in on the recording sessions with Chris Tilton. It’s much easier to hear this than describe it! So I’ve provided an audio track below with added commentary. When you are zoomed out we use the orchestra, but when you zoom in it gets replaced with guitar. So, when you go into a “light” data layer (where we showcase small visual elements like power/water traveling to buildings), we add percussion, when you go into a “heavy” data layer (where we show off more data-focused charts and graphs) we play up the electric guitar, drop other elements completely, and process the percussion with effects. We did this by splitting the music up into several “stems” that can work in conjunction with each other, but also can stand on their own. In addition to the playlist changing based on city size, the music changes based on your zoom level and whether or not you are viewing the game normally, are in the region view, or using the ploppable editor, the in-game editor that allows you to customise certain buildings (for more info, check out Art Director Mike Khoury’s blog from last week). As your city grows, so does the playlist of music, and you get tunes that feel “bigger” and more dramatic as your cities grow larger. Rather than just picking a tune to play, we look at the population of the city and pick a tune that is suited to the size of the city. The difference is that in this version the “jukebox” is a little more intelligent, thanks to the GlassBox engine. The music in SimCity works a lot like the previous ones in the sense that there are full length tunes that are chosen to play back at random, like a jukebox. Our composer Chris Tilton (who has worked on popular TV shows like Fringe) has done an amazing job, delivering not only great compositions, but compositions recorded with interactivity in mind. All the music has been recorded and is in the game now. Obviously, the new SimCity is no exception. I’ve worked on the SimCity franchise since SimCity 3000, and there has always been great music. I wanted to take some time and talk about the music of SimCity in a little more detail. Hello again everyone! My name is Kent Jolly and I’m the Audio Director on SimCity. Learn more about the music in the upcoming SimCity game from Audio Director Kent Jolly. Latest Games Coming Soon EA SPORTS Free-To-Play Games Library PC PlayStation 5 Xbox Series X Nintendo Switch Mobile EA Play Origin Competitive Gaming EA Play Live Company EA Studios Our Technology EA Partners News Inside EA Positive Play Inclusion & Diversity Community Outreach People & Culture Environment Help Forums Careers Parental Controls Accessibility Press Investors Playtesting Latest Games Coming Soon EA SPORTS Free-To-Play Games Library PC PlayStation 5 Xbox Series X Nintendo Switch Mobile EA Play Origin Competitive Gaming EA Play Live Company EA Studios Our Technology EA Partners News Inside EA Positive Play Inclusion & Diversity Community Outreach People & Culture Environment Help Forums Careers Parental Controls Accessibility Press Investors Playtesting SimCity The Music of SimCity SimCity The Music of SimCity EA Play FIFA 22 Madden NFL 22 Battlefield™ 2042 Apex Legends The Sims 4 It Takes Two ![]()
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