Implementation of rhythm-based content generation for games

Rhys Fourie


Supervised by Frank C Langbein; Moderated by Amir Javed

When playing video games, a player will often encounter a simple problem, and that is that they complete all of the available content within the game. Some games can avoid this issue by focusing on a ‘high score’ system and arcade-styled gameplay loops. However, this is flawed, as in order to retain interest in the game, certain elements are randomized, in order to ensure variety between playthroughs. The issue stems from this: the randomized content does not provide enough reason for repeated playthroughs, as the player familiarizes themselves with the randomization.

This project seeks to mitigate this issue by replacing the randomized content generation with a rhythm-based approach. This will be demonstrated through a game made using the Unity engine. The information needed in order to facilitate rhythm-based generation will be extracted through the use of audio signal processing techniques. The audio processing should be done in such a way that the gameplay experience is not impacted. The final game will feature simple arcade-style gameplay involving a player character and waves of enemies, where in-game actions are tied to a ‘beat’ mechanic, with the overall goal being to achieve a high score.

Initial Plan (06/02/2023) [Zip Archive]

Final Report (11/05/2023) [Zip Archive]

Publication Form