After studying Film & Television at Derby University (1996), Rob received an MA in Sound Design at Bournemouth University (1999) then took sound design/engineering roles at Matinee (2000) and Antenna Audio (2001). His first in-house game audio director role was at Climax in 2001 where he covered a variety of projects before moving to Vancouver in 2003 to become Senior Audio Director for Radical Entertainment. Over a 10 year tenure he worked on open world games and film-games collaborations, most notably Scarface The World is Yours (2006) collaborating with renowned movie sound designer, Randy Thom, on a post-production sound design and mix at Skywalker Ranch. In 2013 he moved to Clockwork Fox Studios in St John’s Newfoundland making kids ed-tech products as a producer, audio director, implementer and composer. Since 2015 he’s been Audio Director at Eidos Montreal and latterly responsible for the sound, music and mix of the latest entry in the Tomb Raider franchise. Throughout his career he’s also written extensively about videogame sound practice publishing two books, and innumerable articles.
Audio director and writer, Rob Bridgett, draws on two decades of creating pioneering AAA game audio to reflect on what constitutes a balanced approach to making sound and music for videogames. In an ever-changing and inconsistent world, what grounds game audio practitioners to make them most effective within a fast moving, multi-disciplinary team environment as collaborative game developers as well as experts in their specialism?
In this keynote, Rob will discuss useful lenses which can be applied at almost every scale of comprehension of what it is we do and how it is we can achieve the critical quality of balance – understanding ourselves, our team, what we’re making, and most importantly, understanding the audience we are creating games for.
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Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
Develop is a really great way to network, it’s also great for going to talks and finding that little tip that you didn’t know before and thinking – oh I’ll bring that back to the team!
If you really want to have a good interface with the British game developer community then this is the place to come.
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Mike Bithell Games
It’s really nice to see some of the younger people in our studio come to Develop, interact with other people in the dev community and make new contacts. I think it’s really important to learn from other people.
Develop:Brighton is especially unique - it’s by the seaside and there’s a lovely relaxed tone that goes with that.The talks are cool, the networking is cool and having the opportunity to catch up with people – that’s always the excitement for me!
There’s really something for everyone at Develop and the experience of being around like-minded people is really useful.
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