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Play inward ⓘ or outward ⓘ Regular resolution in F major Play ⓘ. One common tone, two notes move by half step motion, and one note moves by whole step motion. Resolution in Western tonal music theory is the move of a note or chord from dissonance (an unstable sound) to a consonance (a more final or stable sounding one).
A melodic or harmonic configuration that creates a sense of resolution cadenza A solo section, usually in a concerto or similar work, that is used to display the performer's technique, sometimes at considerable length calando Falling away, or lowering (i.e. getting slower and quieter; ritardando along with diminuendo) calma Calm; so con calma ...
An act is a major division of a theatre work, including a play, film, opera, ballet, or musical theatre, consisting of one or more scenes. [1] [2] The term can either refer to a conscious division placed within a work by a playwright (usually itself made up of multiple scenes) [3] or a unit of analysis for dividing a dramatic work into sequences.
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
Kenneth Rowe's Basic Dramatic Structure from page 60 of Write That Play. The parts are: introduction, attack, rising action, crisis, falling action, resolution, conclusion. The attack would be relabeled the "inciting incident" later and the crisis would be relabeled "climax" and the conclusion as the "dénouement" by Syd Field. The resolution ...
Falling action is a segment in the structure of a dramatic or literary work. Falling action, analysed as part of a three-act structure; Falling action, ...
Academic research on video game music began in the late 1990s, [3] and developed through the mid 2000s. Early research on the topic often involved historical studies of game music, or comparative studies of video game music and film music (see, for instance, Zach Whalen's article "Play Along – An Approach to Videogame Music" which includes both). [4]
Music can also have a big effect on game feel. Game music's main purpose is to reinforce the main mood or tone of the game. Action games generally use loud and bombastic scores to emphasize the feeling of power and triumph, and horror games generally use subtle, tense music with loud spikes to drive home moments of intensity.