Working as a Senior Technical Sound Designer at Frontier, Andy has worked on various aspects of Elite: Dangerous, Planet Coaster, Jurassic World: Evolution, and F1 Manager. Specialising in the interconnecting systems and middleware that sit between audio code and sound design. With 7 years of industry experience, he has also previously worked at Creative Assembly as Audio QA and as an Audio Implementation specialist on Halo Wars 2 and the Total War series, and was a student of Digital Music & Sound Arts at Brighton University.
Andy Hair is speaking at the following session/s
Presenting an Authentic F1 Audio Experience: Insight into an Asset Heavy Cross Disciplinary Pipeline
Key members of Frontier’s audio team tell the story of a deep collaboration of skillsets within tech audio, and how they turned the usual audio design process on its head by heavily mining real world assets from F1 - including recordings of every driver and car in every race from last year and this year’s seasons. They’ll discuss how they focused on designing automation and clever systems to select the correct asset to use in the simulation, based on game data (track, camera position, manufacturer, driver) at run time, and how by bringing together different aspects of automation and technical design to create a smart collaborative asset pipeline, they have created a compelling and authentic game sound experience.
- Gain insights into deep cross-discipline collaboration.
- Be challenged to think outside the box when approaching audio design.
- Learn how to create a highly effective asset pipeline using technical smarts.