Here's the schedule for our 2018 conference programme.
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Using examples from her work on such prestigious productions as The Last of Us, Uncharted 4, God of War 4 and Fable 3, Shannon Potter explores the art of story-telling sound citing favourite examples of narrative and mood support including ambience and character sound design. She’ll also discuss best practice process to ensure both in-house and outsource audio teams best set themselves up for success in achieving a holistic, cohesive and deeply integrated aural gameplay experience.
Key members of Frontier’s audio programming team demonstrate how to create a bespoke VMS to mitigate an excessive voice count that’s draining CPU time and memory resources - leading to a cluttered mix that’s hard to tame. For the uninitiated, development of such systems can be a significant time sink and middleware isn’t necessarily the answer. Over the last five years, Frontier has developed bespoke technology to overcome some of those third party shortcomings.
This talk will provide an overview of that development across a number of titles including forthcoming Jurassic World Evolution. A brief critique of previous implementations will provide an historical perspective and reveal lessons learned and key insights into choices made. An outline of the latest system's functionality and implementation will show how programming best practices such as generic systems, code reuse and separation of concerns can greatly help VMS development at your studio.
Focussing on the practical audio design work from conception through prototyping to in-game integration, Philip will reveal how the audio team at DICE developed the sounds of the ‘heroes’ whilst needing to unify the sonics of all Star Wars eras into one holistic soundscape. He will detail examples which show the direction, emotional target, creative design and technical implementation for their sound design.
Multi bafta-nominated composers Olivier Derivière (Get Even, Remember Me, Assassins Creed IV: Black Flag – Freedom Cry) and James Hannigan (Red Alert 3, Dead Space 3, Harry Potter) discuss the state-of-the-art in music for videogames.
The early days of videogame music promised much - a new form of music – perhaps even a new art form. Integrating music composition deeply with gameplay was an exciting new world of creative opportunity. So where did all the truly inventive ideas go? Is linear music plus a few standardised interactive techniques overlaid really the zenith of game music design?
Game Music Connect co-founder, James Hannigan, was an acclaimed early innovator and proselytizer of interactive music composition whose extraordinary journey from the nascent days of highly flexible midi music to unbridled ‘quad-A’ linear orchestral scores furnishes him with a unique, historic and thoughtful perspective on the role, function and placement of music in games.
Meanwhile, creating music for Get Even provided radical composer Olivier Derivière an apparently highly rare opportunity for a deep and early involvement with developer The Farm 51. They trusted him to realise a unique vision for an intricate integration of music and sound design from the get-go which led to a recent Bafta nomination. But with the proliferation of today's middleware tools why is such an approach so rare?
Batman: Arkham VR is a story driven VR experience where the player becomes the BATMAN. This talk is NOT about HRTF, inter-aural delay or sound propagation. This talk is about telling the story with audio in a VR experience, using it to maintain player immersion and how sound is used to support VR gameplay.
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.
Horizon Zero Dawn is critically acclaimed for its sound, dialogue and music score. However, at its inception, this open world project presented a paradigm shift for Guerrilla Games, noted for the rather more linear Killzone series. Using some key examples from the production, Audio Lead Bastian Seelbach will recount a story of dramatic changes in complexity and scale, explaining the audio team’s problem-solving approaches to tackling and overcoming challenges that open game environments introduce, while trying to find the voice of this brand new world called Horizon Zero Dawn.
How do you get actors to give you the best audition sides? How do you coax the best performance? How do you communicate effectively to ensure that they perform how you want them to perform? How do you ensure that the audition sides reflect the true value of each voice actor? This talk will draw on the various methods of actor training to develop a common language, a common vision of the character and save studio time and money. Fun, fast, challenging and informative.
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Develop is an excellent way of catching up with people – there’s a really nice community feel here.
Mike Bithell Games
I really like Develop, I really like the intimacy of it and I love the location.. there’s a good diversity of talks going on so there hasn’t been a time when there’s nothing I want to see.
If you really want to have a good interface with the British game developer community then this is the place to come.
There really is a huge mix of people at Develop - loads of peers that you can learn from and the perfect blend of every element of game development as well.
I’ve been to every single Develop in the last 12 years. One thing you get here is networking - you will meet the most amazing individuals in the video games industry.
We are so lucky to have Develop here in the UK. It’s a unique event where you can come and discover new things with people who care passionately about video games. It’s a sea full of new ideas.
There’s something creative about Brighton, so it’s the perfect place to have the conference.
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 very important place – it’s one of the few developer focussed conferences we have in Europe and that makes it very valuable.
Building games is hard and it’s taxing physically, mentally and emotionally. So being around a community that understands that is great – there’s a comraderie here.
There are many ways you can be part of Develop:Brighton 2018 - including speaking in the conference, taking a booth in the Expo or becoming a sponsor.Find out more