Jim has been creating and directing audio in games for over 20 years. As a musician and composer he has produced and implemented music for over 15 titles and contributed to the sound design of many more. He is currently Head of Audio at Frontier Developments PLC where he has built a talented audio team of over 20 staff, comprising designers, coders, build engineers and audio riggers.
In recent years, Frontier Developments have focussed on large sandbox titles (Elite: Dangerous) and park builders (Planet Coaster and Jurassic World: Evolution). Such titles present key challenges for music system design including extensive play times not to mention free-moving cameras and a wide dynamic range.
Frontier audio team members discuss their golden rules for ‘emergent’ music system design - when to consider them, and when to break them - to keep music from becoming repetitive, jarring or in contention with the rest of the mix. Expect practical examples and tips on how to construct and maintain these systems, integrating music in a way that’s meaningful, reduces listener fatigue, and retains the quality and intended musical arc of the soundtrack.
Find out how building emergent music systems can improve flow within your game providing interactivity and freshness over vast hours of gameplay without sacrificing musical depth and complexity.
In keeping with Develop Conference tradition, John Broomhall is joined by a panel of esteemed colleagues and friends for an inclusive town hall style discussion with conference delegates about the current state-of-the-art of music, sound and dialogue for games and what the future holds for game audio business, technology and creativity.
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Mike Bithell Games
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