Nothing ruins a good game faster than annoying music or inferior sound effects. Our Audio Track is 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.
This session tells the story behind the sound design of Hazelight’s intriguing and entertaining title, It Takes Two - and in particular, the challenges of audio for split screen gameplay. Anne-Sophie and Philip will discuss the iterations they experienced whilst experimenting and applying solutions in order to achieve a compelling high quality audio experience. They will explain how they learned to manage spatialized sounds in relation to each player’s screen space, maintain mix clarity across different gameplay types, and create a strong sense of immersion within the context of a split screen game - as well as outlining how continuous collaboration between the creative designers and technical designers was vital to successfully pushing the limits of the genre and setting new standards.
3D audio provides the player with a new dimension for listening, increased localisation, and unparalleled sonic immersion. It is one of the leading features that separates the current generation’s gaming experience to previous generations.
However, the shift away from traditional channel-based rendering requires the addition of 3D Audio objects and Ambisonic tooling to developers’ workflows. For 3D Audio to be effective, it is important to understand what is happening throughout the audio chain and how to exploit these new tools.
This talk will give you a bottom-up understanding of what 3D audio is, from state-of-the-art research to implementation.
Focussing on the practical application of tooling within general audio mixing and specifically within a game environment, we will discuss how to combine approaches to achieve a desired effect.
Finally, we will share some of our best practices and tips for the use of 3D audio on the PS5.
Respected UK-based developer Creative Assembly retains a seven-strong team to handle casting, recording, directing and post-production of voice talent. In this session, Principal Dialogue Engineer, Will Tidman, will outline their processes for getting creatively inspired dialogue into noted title Total War: Warhammer.
He'll discuss the use of game design mechanics, performance characterization and audio processing techniques to create the voices required whilst remaining true to Warhammer lore and forging a distinct identity for each faction – plus maintaining variety and individual identity within a faction where there are multiple characters of the same type.
Using real-world case studies, he’ll talk through the full pipeline from initial design ideas to collaboration with the design team, and R&D, casting, recording, post production and implementation.
Two highly skilled foley artists join multi-awards nominated foley mixers/sound designers to discuss their work and how to ‘think in foley’. Underscoring the importance and value of bespoke foley, they will share expert insights as they demonstrate some artistic performance techniques to help you understand how to create believable, subtle and nuanced results when tackling such foundational foley areas as footsteps, suits, cloth and equipment yourself.
Renowned composer, Richard Jacques discusses takeaways and carry-overs to the ‘new normal’ drawn from his recent experiences working on a massive music project with a AAA audio team on the other side of the planet - including during a worldwide health crisis. He will discuss the nuts and bolts of collaborative music design, effective scheduling, composer team requirements, remote recording during lockdown and delivery, management, implementation and testing of vast of amounts of music assets, as well as exploring the character and tenets of audio director/lead audio/composer relationships that lead to successful outcomes throughout project and pandemic pressures.
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