Audio

Nothing ruins a good game faster than annoying music or inferior sound effects. Our Audio Track is a day long conference on Thursday 11 July for anyone involved in sound or music and video games. Audio professionals can expect to be inspired by the latest techniques and trends, plus hear from peers and experts who will share their own experiences and knowledge on all things sound related.

Audio sessions

Audio Keynote - Game Audio Culture: The Big Picture

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.

Emergent Music Systems: Stretching Two Hours of Music Over 1000 Hours of Gameplay

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.

Licensed Music – Core Considerations | Creative Opportunities

How do you get licensed music into your game?  Who should you approach and why?  What are the rights issues and costs involved? 

After our two leading experts explain the commercial parameters, key contractual components and practicalities/planning considerations surrounding basic music licensing, they will outline some interesting and intriguing creative opportunities and benefits that can arise when a signed music artist also gets involved in the original game score, citing recent examples from their own projects to explore the potential added value such collaborations can provide to videogames and VR.

The Sound of Anthem

Immerse yourself into the sounds of Anthem. From high-flying Javelin manoeuvring, epic four-player battles, unique and driving soundtracks, massive otherworldly creatures, to the exotic serenity of Bastion’s wilds. Live Service Audio Director, Eric Vervaet, and Audio Technology Supervisor, Cody Behiel will guide you through the many successes and few stumbling points along the way of BioWare’s latest release, sharing their approach to design and problem-solving plus lessons learned.  Dive behind the scenes as they walk through the content, processes, and implementations that have brought the world of Anthem to life.

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Book your conference pass now to save over 35% - you can save as much as £330! 

Offer ends 3 April.

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