AudioBrush – Music-adapting arcade game using your own music
AudioBrush – Music-adapting arcade game using your own music
A ground-breaking way to game on your mobile device, take your own tracks and play them in a touch friendly Guitar Hero-like fashion.
A ground-breaking way to game on your mobile device, take your own tracks and play them in a touch friendly Guitar Hero-like fashion. Read more
About this project
PayPal Option (Not part of Kickstarter)
Kickstarter does not support Paypal. If you want to support AudioBrush and can't use Amazon Payments you can use Paypal here: http://audiobrush.com/paypalpledge.html
Where did AudioBrush come from?
AudioBrush it is something that has been in the ideas pipeline for a while, it is a rhythmic, artistic, beat detection game. Back when AudioSurf was released on Steam I could not stop playing it simply because every time I played one of my favourite songs on it I thought - "man, why didn't I come up with something as awesome as this".
Eventually (2009) I designed a concept of AudioBrush for PC, It worked great and personally I found it real fun to play and left it just like that. If you would like to see the concept head here.
It was not until the beginning of 2012 when some random guy from Manchester said "this is pretty awesome why don't you try it on mobile?". I took his comment on board and eventually, I started to create the real project AudioBrush.
Why make a rhythmic based game?
4 years of built up ideas have gone into the making of AudioBrush and over this time, I've personally played a lot of music based games to fuel my ideas. From Guitar Hero on Playstation 2, to Earwyrm on iOS, they all have great unique features yet they still lack something as simple as choice of track or how you control them.
This is why I have created AudioBrush! It has all the important features that each music game has...and more! A touch screen device is perfect for drawing on - it is a blank canvas! Why not mix these two concepts together; music games and art go hand in hand. AudioBrush addresses the issue of having to pick from a pre-defined list of tracks by allowing you direct access to your music library on your mobile device.
Also I hate being bored on the train in the mornings =), AudioBrush keeps me going!
Can you explain what features are in AudioBrush?
Yes! At it's core AudioBrush takes your music and turns them into games. AudioBrush runs on a credits system basis, so every time you play a track a number of your credits will be deducted. When you first get AudioBrush you will start with free credits to get you going, then once you've run out you have two options, you can wait until your credits refill over a period of time or jump straight back into the action and buy some!
Credits are also used with other in-game features, such as unlocking themes, brushes, in-game power-ups, also to enter tournaments and lots more.
Achievements are included in AudioBrush, and integrated into the respective platforms native game organisers (so for iOS this would be GameCenter). Each track played on AudioBrush automatically has a leaderboard for each track, these leaderboards are hosted on the AB Servers.
What's unique about AudioBrush?
AudioBrush is the first ever game to properly use Chorus and Verse detection. This feature allows the game to instantly change its feel during play, should this be at the end of a drop in a drum and bass track, or simply a change of vocalist in a pop song. The list is as near to endless as it can get.
AudioBrush also features leaderboards for each individual track ever played on it. Any movement in friends' positions or leaders is notified to existing leaders or their friends on Facebook and via Push Notifications, making it an extremely competitive and involving game for you to play.
No other music game has been represented in this way before. AudioBrush feels different in the respect that, when you play it just makes sense - as if mobile music game should have been done this way all along.
What happens at launch?
AudioBrush will be launching with a very high-profile music artist (TBA), which will be available in tournament mode from day one. As well as this, there will be two other featured artists available.
Tournaments last one or two weeks and the winner is awarded a prize - both physical and digital prizes can be won. Tournaments allow us to debut new and upcoming artist as well as feature well known ones for everyone to enjoy.
The launch will be in conjunction with a well known audio hardware manufacturer.
What can I play AudioBrush on?
Currently AudioBrush was designed for all touch screen iOS devices, however shortly after launch Android devices will be supported and further to this PS Vita and other handheld devices.
Eventually, there will be the option to play AudioBrush on Windows and Mac, but this will not be during launch.
AudioBrush is here for £10,000 to fund its launch and completion. We have a lot of things we need to do for the launch to make it as big as possible! This is the amount we will need to have a great launch, and any more on top of that will be put towards making it even bigger! We can't do this without you!
£10,000 - For completion and a great launch AudioBrush will need this amount in order to fulfil these tasks.
£15,000 - AudioBrush will be able to see a larger launch plan at the 15k mark bringing in twice as many players.
£20,000 - Additional gameplay elements will be developed at the 20k mark, a multiplayer system will be incorporated.
£30,000 - Bigger servers - bigger experience, at the 30k mark multiplayer will be a great experience in AudioBrush and can provide real time gameplay over GameCenter.
£50,000 - Anything over this mark is going to be astonishing, a large launch will turn into a massive launch and game features will be favourably rich.
April 2012 BETA Launch Video:
Risks and challenges
Before I started to create AudioBrush, I did not have good understanding of how I was going to achieve a game which analyses your music in such a detailed way. However, with research (and a few less successful attempts!) I got past this hurdle, and I was able to plough through the rest of development fairly unproblematically.
The next hurdle is perfecting the game and having a solid launch. Whilst I am confident that the games completion will be sound, the launch involves a lot of online awareness prior to launch as well as the input from a high profile artist (TBA) and a well known audio hardware manufacturer. To prevent anything falling through I have assigned a couple of people to my social media and online awareness crew (thank you Matt Clark and Alex Lorimer!). Together we hope to muster up a great and successful launch!Learn about accountability on Kickstarter
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