Si Robertson
I have worked on a number of AAA console and desktop games for major game development studios, won a BAFTA (as a member of a five man team) for technical innovation, and have had some of my music aired on MTV.
Tutorials
  • Game Development
    Game Audio SimplifiedPreview
    35 shares
    Playing sound effects in a JavaScript game should be simple, and this tutorial makes it so by wrapping the powerful Web Audio API in a fast, lightweight Sound class that handles everything for you.Read More…
  • Game Development
    Game Input SimplifiedPreview
    19 shares
    Cross-platform games all have one thing in common: they all need to deal with a multitude of game input devices (controllers), and dealing with those input devices can become a daunting task. This tutorial demonstrates one way to handle multiple input devices through the use of a simple, unified API.Read More…
  • Game Development
    How to Read and Write Binary Data for Your Custom File FormatsBinary io 400
    23 shares
    In my previous article, Create Custom Binary File Formats for Your Game's Data, I covered the topic of using custom binary file formats to store game assets and resources. In this short tutorial we will take a quick look at how to actually read and write binary data. Note: This tutorial uses pseudo-code to demonstrate how to read and write binary data, but the code can easily be translated to any programming language that supports basic file I/O operations.Read More…
  • Game Development
    Dynamic, Sequential Soundtracks for GamesPreview 400
    12 shares
    In this tutorial we will be taking a look at one technique for constructing and sequencing dynamic music for games. The construction and sequencing happens at runtime, allowing game developers to modify the structure of the music to reflect what is happening in the game world.Read More…
  • Music & Audio
    Take Your Game’s Immersion to the Next Level With Responsive Game MusicResponsive music preview 400
    22 shares
    Music that is capable of changing dynamically and seamlessly to reflect what is happening on-screen can add a whole new level of immersion to a game. In this Gamedevtuts+ tutorial we take a look at one of the easier ways to add responsive music to a game.Read More…
  • Game Development
    Take Your Game's Immersion to the Next Level With Responsive Game MusicPreview 400
    25 shares
    Music that is capable of changing dynamically and seamlessly to reflect what is happening on-screen can add a whole new level of immersion to a game. In this tutorial we take a look at one of the easier ways to add responsive music to a game.Read More…
  • Game Development
    Shape Blaster: Music ProductionShape shooter music hires
    4 shares
    We'll soon be publishing a tutorial on building a Geometry Wars-inspired arcade shooter here at Gamedevtuts+. Over at our sister site Audiotuts+, RetroModular has written an article to explain how he put together the music for the game - check it out! [audio: http://source.tutsplus.com/gamedev/authors/RetroModular/ShapeShooter/main-128.mp3]Read More…
  • Music & Audio
    Shape Shooter Game Tutorial: Music ProductionShooter cs 400
    9 shares
    In this article we will be dissecting and taking a detailed look at the music that I produced for the (soon to be released) Gamedevtuts+ Shape Shooter game tutorial. Propellerhead's Reason (version 6.5) was used to create the music and it is the main focus of this article.Read More…
  • Game Development
    Noise: Creating a Synthesizer for Retro Sound Effects - Audio ProcessorsNoise 03 400
    This is the final part in our series of tutorials about creating a synthesizer-based audio engine that can be used to generate sounds for retro-styled games. The audio engine can generate all of the sounds at runtime without the need for any external dependencies such as MP3 files or WAV files. In this tutorial, we'll add support for audio processors, and code a delay processor which can add a decaying echo effect to our sounds.Read More…
  • Game Development
    Noise: Creating a Synthesizer for Retro Sound Effects - Core EngineNoise 02 400
    19 shares
    This is the second in a series of tutorials in which we will create a synthesizer based audio engine that can generate sounds for retro-styled games. The audio engine will generate all of the sounds at runtime without the need for any external dependencies such as MP3 files or WAV files. The end result will be a working library that can be dropped effortlessly into your games.Read More…
  • Game Development
    Noise: Creating a Synthesizer for Retro Sound Effects - IntroductionNoise 01 400
    31 shares
    This is the first in a series of tutorials in which we will create a synthesizer based audio engine that can generate sounds for retro-styled games. The audio engine will generate all of the sounds at runtime without the need for any external dependencies such as MP3 files or WAV files. The end result will be a working library that can be dropped effortlessly into your games.Read More…
  • Game Development
    Create Custom Binary File Formats for Your Game's DataArticle
    18 shares
    Your game has data - sprites, sound effects, music, text - and you need to store it somehow. Sometimes you can encapsulate everything into a single SWF, .unity3d or EXE file, but in some cases that won't be suitable. In this technical tutorial, we'll look at using custom binary files for this purpose.Read More…