Quake Delirium Revisited: System for Video Game ASC Simulations

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Abstract

This paper reviews the conceptual model devised for a previous project, where Max/MSP was used to modify the game Quake to create a more psychedelic experience for the player. In this original proof of concept, various available game parameters were animated in order to imitate perceptual distortions of the type produced by hallucinogenic drugs. A MIDI mixing console was used to ‘remix’ these perceptual distortions in real-time, and devise pre-defined sequences of hallucination. The control parameters were also used to manipulate a corresponding soundtrack, which was intended to reflect the hallucinatory game experience through electroacoustic sound. This paper outlines the existing proof-of-concept, and considers the development of this model to create a more sophisticated system for use in game engines such as Unity. Through the use of Hobson’s ‘Activation, Input, Modulation’ (AIM) model of consciousness, I will propose a cohesive system for creating ASC simulations in video games.
OriginalsprogEngelsk
TitelInternet Technologies and Applications (ITA), 2013
Publikationsdato2013
StatusUdgivet - 2013
Udgivet eksterntJa

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