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.

Audio sessions

Ben Minto: From Battlefield to Star Wars - In Conversation With John Broomhall

Wednesday 4th November: 13.00 - 13.30 :

Studio Audio Director, Ben Minto, reflects on 13 years at acclaimed game developer, EA DICE, whose mantelpiece strains under the weight of countless awards trophies for best of breed game audio across a string of hit titles. They’ve even been trusted to add to the hallowed Star Wars canon. We ask him to share key insights to the sustained success he’s enjoyed alongside his pioneering audio colleagues.

Lydia Andrew: Behind the Scenes - In Conversation with John Broomhall

Monday 2nd November: 13.00 - 13.30 :

Senior Audio Director Lydia Andrew’s extensive career includes overseeing and directing the critically acclaimed and award winning music, sound and dialogue for several key titles in Ubisoft’s renowned ASSASSIN’S CREED series, as well as recently heading up audio production for Immortals: Fenyx Rising. In a unique conversation for Develop, she’ll discuss her approach to consistently envisioning and delivering compelling world-class game audio.

Music Design and Implementation: An Integral Part of Your Music Production Pipeline

Tuesday 3rd November: 10.00 - 10.30 :

Leading interactive music pioneer and respected audio director, Guy Whitmore, discusses the role and function of music in games and challenges today’s status quo to propose and explore innovative ways to approach music design and implementation as an integral part of the compositional and production process. 

Player-Driven Audio Creation in Dreams: A Post-Vivem

Tuesday 3rd November: 13.00 - 13.30 :

This session takes a look back at the development of a novel, fully-fledged yet unique digital audio toolset within Media Molecule's acclaimed new title ‘Dreams’. 

These tools were designed and implemented from the ground up to create an experience that would be fun for complete beginners but also fulfilling for advanced audio creators - including the game's own audio team, which made the entire game's soundtrack using the same tools. 

The session focuses on the challenges and knowledge derived in trying to bridge the gap between players and experts, both from a UX design perspective and a technical one. Programmer Bogdan Vera will also demonstrate content creation in Dreams focusing on unique workflows enabled by the game's mindset, which may have wider applications within the industry.


  • Rare insights into the design, implementation and use of a unique digital audio toolset within a videogame intended for end users and game creators alike.

  • How the team overcame specific challenges of designing for both players and experts and what they learned along the way.

  • Why the unique workflows enabled by the game's mindset may have wider application within the industry.

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