Marco Chiavetta in pole position con l’audio della release “Spatial Ops”
Marco Chiavetta in pole position with the audio of the "Spatial Ops" release
Redazione esteri – Da Los Angeles ad Amsterdam, Marco Chiavetta continua a far parlare di sè in termini innovativi nel contest della produzione musicale. Nella capitale dei paesi bassi gestisce un suo innovativo studio di produzione. Nell’ambito del quale ha curato l’intero audio di una prestigiosa release di Spatial Ops per Resolution Games che è uno dei principali sviluppatori di videogiochi in Virtual Reality presente attualmente nel settore. A dicembre 2022 Resolution Games ha pubblicato Spatial Ops un videogioco sperimentale che sfrutta la realta’ aumentata per creare un ambiente nuovo in ogni spazio disponibile all’utente.
Marco Chiavetta in pole position with the audio of the “Spatial Ops” release
Foreign editorial staff – From Los Angeles to Amsterdam, Marco Chiavetta continues to be talked about in innovative terms in the context of music production. In the capital of the Netherlands he runs his own innovative production studio. In which he edited the entire audio of a prestigious release of Spatial Ops for Resolution Games which is one of the leading developers of Virtual Reality video games currently in the industry. In December 2022 Resolution Games published Spatial Ops an experimental video game that uses augmented reality to create a new environment in every space available to the user.
“Spatial Ops – explains Marco – is a first-person shooter mainly designed to be played in multiplayer with friends. Two teams of up to 4 people each can challenge each other in a map created in any domestic environment in which the VR set they can place shelters, weapons, areas to conquer and so on.
The game is available on Meta Quest 2 and Meta Quest Pro and can be played in single player using bots, simulation of enemies each of which has a different aesthetic and character.
Marco Chiavetta took care of everything about Spatial Ops including sound design, music, voices and implementation. “In making the game – he continues – we tried to create an environment that despite the nature of a shooter would be like a game, a bit surreal, with weapons with well-made graphics but a bit cartoonish. The sound design was developed on he idea of creating an Arcade sound which basically means creating slightly exaggerated sounds that can be associated with reality but are not realistic.
For the same reason we created the menus in the wake of the graphics of the old operating systems, I personally sampled some very noisy hard drives from a very old Olivetti I had at home and from a computer from the mid-nineties, while they performed operations such as saving, loading, power on, power off, and I used some sounds like those of a 56k modem connection for the initial splash screen. All to transport the player to a parallel dimension made of advanced technology, strange beings, dimensional portals and vintage sensations.
The music is designed to recall the atmosphere of the 80s by winking at rock, ambient and electronics with the use of many synths, guitars and many reverbs”.