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Please note: this information refers to GDC 2015, check back for updates.

The Audio Track brings the industry's top professionals to share their knowledge and experience from the real-world, addressing these unique problems: aesthetic, technical, business, logistical and then some.

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Bioshock Infinite: Scoring In the Sky, a Postmortem
Garry Schyman (Garry Schyman Productions)
An in depth look at the complex multi-layered process to create the highly original award winning score to Bioshock Infinite. Composer Garry Schyman will take attendees through the steps and struggles of writing a score for one of the most anticipated game in years. Using a process he explored for the first time he will pull away the curtain and reveal the secrets of this unique score for a make believe city in the sky. Attendees will be shown techniques for writing interactive scores, ideas for working on a high pressure project and be provided an insight into the presenters process for working with a highly creative and development team and writing a score that ends up generating awards and while delighting fans.
Confronting our "Audio Nemesis" in Shadow of Mordor: Maximizing Emotional Resonance in an Open World Environment
Brian Pamintuan (Monolith Productions/WB Games)
Nathan Grigg (Monolith Productions/WB Games)
Michael Berg (Monolith Productions/WB Games)
After 20 years of developing tightly-woven, first-person linear narrative games such as No One Lives Forever, F.E.A.R. and Condemned, Monolith Productions set out to create the first open world sandbox game set in Middle-earth. On these previous titles, we developed specific principles and techniques for eliciting emotional connections with the player, especially those designed to elicit fear and dread, and we wanted to apply those principles to Shadow of Mordor. But the transition from developing first-person narratives to open world sandbox development presented a host of unexpected challenges. This talk will discuss the technical hurdles we encountered in transitioning from the first-person genre to an open world sandbox environment, as well as some of the audio successes we achieved by using our previous game experience to strengthen emotional impact.
Soundtracking Hell - The Music of Diablo III: Reaper of Souls
Russell Brower (Blizzard Entertainment)
Derek Duke (Blizzard Entertainment)
Neal Acree (Blizzard Entertainment)
Joseph Lawrence (Blizzard Entertainment)
Soundtracking Hell - The Music of Diablo III panel presents in-depth discussion of the strategies and challenges for creating the distinctive score of Blizzard Entertainment's blockbuster franchise Diablo. One of the most lavish game scores of 2013, Diablo III features music performed by a large symphony orchestra and choir and recorded at Abbey Road Studios, Windmill Lane in Europe and Segerstrom Hall in Southern California. Incorporating soloists, distinctive instruments (including the 12-string guitars that tie the music together with the original Diablo games), and broad palette of colors, the score ranges from the mysterious and brooding to the epic. The composers will discuss how they craft the music behind gameplay, utilizing orchestras, choirs and cutting-edge technology to create the game's immersive world. They will also discuss their stylistic inspirations: the symphonic idioms of 19th and 20th century orchestral music, world music influences, modern cinematic scoring and unconventional aleatoric techniques, thus elevating game scoring to new heights and revitalizing the orchestral tradition for the future.
Women in Game Audio
Corina Bello (High Moon Studios)
Penka Kouneva (Kouneva Studios)
Laura Karpman (Laura Karpman Music)
Paul Lipson (Microsoft Studios)
Benedicte Ouimet (Ubisoft Montreal)
Belinda Van Sickle (Women in Games International)
This panel, led by veteran composers and audio professionals, will present an inspiring discussion about how women cultivate careers in game audio and about the diverse voices women can bring to games. The panel will address a core question: is there any difference between the way a man and a woman composes music? What are the pros and cons of versatility (writing powerful music in many conventional idioms) versus having a unique, distinctive voice? Why is it important for women in the game industry to support each other? How can men help? How can women and men balance issues of work and family? How can women convince decision makers to trust them with big budgets and high stakes? We will examine the challenges of cultivating a career, the required skill sets, and the success stories, along with the political and business savvy needed for a progressive career path.