Robert Ciesla

Robert Ciesla
University of Helsinki | HY · Department of Philosophy, History and Art Studies

Master of Arts
Latest release: Sound and Music for Games (Apress Berkeley, CA)

About

58
Publications
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19
Citations

Publications

Publications (58)
Thesis
Full-text available
Streaming, also referred to as vlogging, is the act of providing real-time video content over the internet. This activity encompasses numerous sub-genres such as video gaming and irl (”in real life”). Degenerate streaming is a new sub-genre often consisting of belligerent public behavior and drug abuse. Streamers sometimes receive monetary donation...
Chapter
After immersing ourselves deeper in the world of Java in the previous chapter, it's time to do the same with Python. We'll start off with file operations, moving on to multithreading and other more advanced topics later in this chapter. The purpose here is to give you a solid foundation on some of the deeper mechanics in Python for you to build on...
Chapter
In this chapter, we examine several slightly larger programming projects in Python, C#, and Java than so far presented. These projects are designed to demonstrate some of the most relevant concepts discussed in this book: variables, loops, file access, and threading. If you are able to decipher these little projects' innards, you can safely say you...
Chapter
By now you're probably rather familiar with at least the basic elements of programming in the mighty object-oriented language they call Java. Now is the time to move on to more advanced concepts. We'll start off with multithreading and basic error handling in Java later in this chapter. Moving on, we'll eventually get to the jolly topic of file ope...
Chapter
This chapter is dedicated to one of the most versatile languages out there: the mighty C#. By now, you are hopefully familiar with the basic syntax of this language and the setting up of an integrated development environment. We'll hereby proceed to explore some of the more advanced topics related to this stout language, including the basics of cal...
Chapter
This chapter will feature six of the best digital audio workstations (DAWs) for video game audio design. We will look at their capabilities and basic features, covering software for modern Windows, macOS, and Linux operating systems. Specifics for voice acting will be introduced in Chapter 5 and for composition in Chapter 6. But first, we will expl...
Chapter
This chapter deals with music licensing in the context of video game music. If your audio work is high enough quality and you manage to network in the industry, there's a fair amount of money to be made. We'll start with a review of some related terminology and proceed to take a gander at some of the most popular licensing services available today.
Chapter
This chapter will focus solely on the art of voice acting, a crucial presentational component in many video games since the mid-1990s. We will expand on some related topics previously featured in the book, including microphones, while tackling new topics such as acoustic treatments.
Chapter
You might remember how all audio sources generate acoustic waves between 20 Hz and 20 kHz, in the range of human hearing. This chapter will tackle the most fundamental approaches for manipulating the frequency spectrum, including equalization, compression, and virtual tape machines. Other effects will be explored later in the book; we'll stick to t...
Chapter
Full-text available
Having only briefly mentioned the concept of chiptunes previously in the book, it's time we fully explore this rather timeless genre of music. We'll be using numerous concepts familiar from previous chapters while introducing many more. Let's begin with the definitions of the three eras of video game music. The rest of the chapter will deal with so...
Chapter
Having tackled the fundamentals of digital audio in the previous chapter, we'll move on to another core topic: audio hardware. The market is flooded with components like sound cards, monitor speakers, and headphones—all of which make a difference in your workflow. This chapter will help you make the best decisions when investing in this technology....
Chapter
Having explored the well-established MIDI 1.0 specification in the previous chapter, we'll now find out about its exciting follow-up. In development since 2005, MIDI 2.0 was finally unveiled in 2020. The new specification is impressive, but it will not be replacing MIDI 1.0—mostly because it's designed not to do that.
Chapter
The purpose of this chapter is to give you an understanding of what modern video game audio solutions can offer and what it means to you as a musician/audio designer. You'll understand parts of the bigger picture of video game audio design without getting too technical. We will begin by examining a number of relevant terms (in no specific order).
Chapter
This chapter is all about the ubiquitous and well-liked Musical Instruments Digital Interface, or MIDI, which is extensively used for writing in every genre of music in a variety of contexts, including video games. Having been briefly mentioned previously in this book, we'll now go in depth with this wonderful standard. You'll also learn essential...
Chapter
We'll start off by exploring the very fundamentals of digital audio. This chapter covers topics like bit rates, pulse-code modulation, and common digital audio formats. Having a good grasp of said topics is essential when getting serious about your video game audio work. We won't be going into detail as to how to implement this know-how just yet. T...
Chapter
What do video games, social networks, and your activity bracelet have in common? They run on software a group of (more or less) programmers wrote somewhere far, far away. Gadgets and hardware are only one, more visible side of the coin of our technology-driven societies. In this chapter, we'll discuss the very basics of programming. We'll also take...
Chapter
This chapter is all about object-oriented programming in detail. This monumental paradigm changed the world of programming and has since become somewhat of a de facto approach in software design. We'll next go through many of the concepts crucial to the object-oriented paradigm. During this chapter, we'll present concepts related to OOP mostly usin...
Chapter
This chapter is dedicated to the wonders of the Unified Modeling Language, which is a rather ubiquitous tool in software design—and deservedly so. Having only touched the surface of UML previously in this book, we'll now go in deeper and explore more of the possibilities UML offers as it pertains to class modeling.
Chapter
In this chapter, we'll get acquainted with three of the most popular programming languages in 2021 (and probably beyond). Several concepts related to programming will be presented and discussed in some detail. These terms may seem daunting and/or clunky at first, but be aware they are actually rather simple once grasped and offer a special path str...
Chapter
This chapter is dedicated to introducing you to the joys of integrated development environments . While online programming environments are fine for your first few listings, you really benefit from having some dedicated coding software on your own computer. Luckily there are a plethora of free IDEs available for your downloading pleasure. We'll cov...
Book
Programming Basics offers the fundamentals of what it's like to function in today's world from the perspective of a programmer. The approach is highly practical with numerous small code listings for C#, Java, and Python included. The reigning programming paradigm of object-oriented programming (OOP) is a part of all of these languages – and its bas...
Chapter
Now that you've got some theoretical know-how on how cryptography works, it's time we apply this on a practical level. In this chapter we'll be examining some popular operating systems and how they handle cryptographic matters. We'll also be looking at other types of related software and how they can help you and your organization in maintaining pr...
Chapter
As well established and world changing as the digital revolution has been, its days are numbered. The never-ending march of scientific progress will deliver us a new paradigm in the very near future: quantum computing. Its applications, while at first purely theoretical, will eventually cover many aspects of our lives: communications, medicine, sec...
Chapter
In this chapter we'll explore more of some of the most essential components of quantum-based cryptography, including the grandparent of quantum key distribution protocols, the formidable BB84. You'll see some familiar concepts and names, but you will probably also encounter several new ideas.
Chapter
The majority of this chapter will be devoted to logic-related side of quantum-based computing in the form of logic gates and related concepts. The four main quantum computing models will also be covered, namely, quantum gate arrays, one-way quantum computers, adiabatic quantum systems, and topological quantum computers. While not exactly mainstream...
Chapter
In this chapter we'll continue on the emerging science of quantum key distribution (QKD). This is a key technology and will undoubtedly play a big part in many a person's life in the near future. The concepts introduced in the last chapter will be greatly expanded upon, including the hardware side of things. But first, we'll cover various types of...
Chapter
Having taken a look at the basics of digital cryptography in the previous chapter, we'll now move on to some specifics of the topic. We'll take a gander at technology, which is both historically significant and still relevant in the field today. We'll also cover some important related standards organizations and unlock several concepts crucial in t...
Chapter
As exciting as cryptography can be, dabbling in it may also come with a few rather unpleasant unforeseen legal ramifications – when dealing with certain jurisdictions, that is. We'll now take a gander at digital encryption technology from the sometimes overlooked legal point of view. Starting from the vast landmass called America, we'll have covere...
Chapter
Deepening one's knowledge on quantum mechanics and related physics paves the way for a greater understanding of the definite future of computing and cryptography. Quantum mechanics is a branch of physics focusing on the smallest scales known to us: the atomic and the sub-atomic realms. It has numerous implications for our world, as discussed in the...
Chapter
Chapter 12 provided a basic overview of the hardware components in a quantum key distribution (QKD) system. We also explored the Tokyo QKD Network built to test the threat resilience of QKD. In this chapter we'll delve into larger implementations of this technology, exploring the basics of a total of five major QKD networks.
Chapter
Like you may remember, in Chapter 4 we took a quick glance at encryption solutions for three of the most popular operating systems as of 2020: Microsoft Windows, MacOS, and Linux. In this chapter we'll not only expand on this topic, but also cover the best general security measures available for these operating systems in detail. We'll tackle the b...
Chapter
By now, you're aware of some historically relevant cryptographic concepts and how prime numbers relate to encryption algorithms. In this chapter we're moving on to the current-day de facto cryptographic staple, the Advanced Encryption Standard (AES), in addition to tackling many other relevant concepts in the field. We will first visit some basics,...
Chapter
You're probably used to entering passwords into devices by now; it's a part of everyday life, like locking and unlocking one's front door. From email services to mobile devices, we all guard our privacy to a varying extent in the digital realm. And that's exactly how it should be. In this chapter, we'll take a quick look at modern-era digital encry...
Chapter
As formidable and secure as a computer with strong encryption sounds, there is literally an entire scientific discipline for breaking into such systems. In this chapter we'll take a look at many of these malicious techniques designed for breaking into cryptographic systems. Also, we'll tackle many other cyberthreats which are not specifically relat...
Chapter
For the last few chapters, we have kept a focus on quantum key distribution, or QKD. This maturing technology is still going to be relevant for a long time. What's going to come with it is known as post-quantum cryptography, which will be the main topic for this chapter. We'll explore an overview of this topic, going through the basics of the most...
Book
Cryptography and encryption aren't just for geeks and spies—they’re also part of our daily lives. This book enlightens you with the basics of digital cryptography and covers the must-do practices organizations need to implement when it comes to fending off data theft and eavesdroppers. You will uncover the concepts of digital encryption and examine...
Chapter
Like stated early on in this book, the visual novel is a thriving genre. For you, a developer, this means two things: stiff competition and flourishing communities full of potential fans. In this chapter we'll explore the possibilities of said communities and other promotional tools you have at your disposal. We'll also be taking a look at the dist...
Chapter
In this chapter we'll create an actual visual novel. We'll see how the synopsis from Chapter 1 translates into Ren'Py, Twine, and TyranoBuilder as we create a little game called Taking Back August. This project will be split between the three aforementioned frameworks with the majority of the game being presented in Ren'Py.
Chapter
Words, like 3D graphics, are information. Unlike fancy 3D graphics, syllables put to good use convey a strong element of imaginative interpretation from the reader's part. One's imagination is quite simply sent soaring when reading. All of the abstract potential and lived experience stored in our brains surfaces when interpreting syllables and sent...
Chapter
By this stage, you'll have some basic working knowledge on the workflow of the three tools covered by this book: Ren'Py, Twine, and TyranoBuilder. Now it's time to dwell deeper into the more advanced techniques and possibilities provided by these amazing pieces of software. Among many other things, we'll be looking at how to integrate video files i...
Chapter
Not only is the software in this book powerful and highly usable, it also deploys to a plethora of popular platforms rather wonderfully. In this chapter, we'll explore in detail how this is done for your Ren'Py, TyranoBuilder, and Twine projects.
Chapter
The origins of the visual novel can be traced back to the mid-1970s – some say even the 1960s. Now, the term "interactive fiction" is defined as software (i.e., a video game) which has text input as its main interactive component. It's crucial to know that, historically, interactive fiction has greatly influenced the modern visual novel. This newer...
Chapter
As demonstrated in the previous chapter, the road to the modern visual novel has been a relatively long one. As of 2019, massive numbers of rooms and items aren’t big deals. Gone are the technical limitations that once dictated what was possible in video games. But before we review some of the most impressive modern visual novels, we should get acq...
Chapter
In this chapter we'll be taking a hands-on approach with the three featured tools for visual novel creation: Ren'Py, Twine, and TyranoBuilder. We'll go through the main elements to the user interfaces for each system and explore the main features found in said tools. Although the main focus of this book is on Ren'Py due to its most robust feature s...
Book
Get your feet wet in developing visual novels and take a guided tour through easy to follow tutorials using three of the most popular tools (Ren'Py, TyranoBuilder, and Twine). This book uses a two-pronged approach into the fine art of text-based games, showing you what makes for compelling writing as well as the programming logic and techniques nee...
Chapter
History is a gallery of pictures in which there are few originals and many copies.
Chapter
Most of the time video games are audiovisually engaging. Good old-fashioned text adventures, while they are still played by many, speak to only a handful of potential customers. This means a developer must know his or her way around at least some basic audiovisual terms, which are presented next. First, I’ll take on some core audio concepts followe...
Chapter
Full-text available
You have done well so far, my friend. Only three things remain for you to do.
Chapter
Before moving into the territory of game-making software, you should have a grasp of the basic terms of the trade. By understanding the meanings behind these concepts, you can make a more useful comparison of the software packages available. Also, you’ll get more out of game-related forums and conversations.
Chapter
A game engine is simply a set of tools that allows for rapid development of video games. By incorporating (ideally original) audiovisual resources and game logic, even a single developer can come up with impressive results in a relatively short span of time. Many game engines use a fully graphical interface and require very little, if any, programm...
Chapter
The quality of free game creation software is surprisingly high. Many engines in this chapter actually represent a hybrid business model, offering a free, fully functional version of the system and also a paid version with additional functionality.
Chapter
The challenge of history is to recover the past and introduce it to the present.
Chapter
Formulas can be written to analyze, compare, concatenate, condense, convert, expand, format, parse, replace, or summarize any of FileMaker’s supported data types. They can range in size from a simple mathematical equation to an extremely complex collection of interrelated expressions and nested logical clauses. The only limitation is that a single...
Chapter
Before you install any software, you’ll need the right hardware for it to work on. I’ll now go through the components in modern computer systems and what they mean to the indie developer.
Chapter
This chapter aims to further educate you about some concepts crucial to video game making. While this chapter is optional, it is recommended reading for everyone. Remember, the more understanding you have of these concepts, the more fluently you can communicate with people in the industry.
Chapter
First, there’s the thirst to create. Then, there’s the process of making the game. Finally, the third (and perhaps the most unintuitive) act is selling that game. Let’s take a look at what you need to know about the business by the time you’re ready to go pro in games development.
Book
Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous experience and presents all major areas of game development in a s...

Projects

Project (1)
Project
The intended target group includes both beginners and those on an intermediate level in digital audio engineering as well as programmers wanting to learn more about integrating high quality audio APIs into their products.