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    AUDIO

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.

Arrow Search for all Audio Track sessions

2013 HIGHLIGHTED SESSIONS

The Art of Music and Sound Design for Video Games
Rod Abernethy (Rednote Audio)
Are video games art? Is the music and sound design for games art? 120,000 North Americans who create games would probably say yes. And the 100 million plus who spend $20 Billion a year to play would probably agree. By drawing parallels between the evolution of the gaming and movie industries, Rod states his case how video games, game music and sound have become an art form. However, until the world outside gamers accepts the concept, it will never be considered as an art form to the masses. Does it really matter? To look into the future of game music and sound design, we need to know that we are thought of as special artists at our craft and that we know how to deliver cutting edge music and sound design that will propel games into new gaming experiences.
Staying Alive and Walking Dead
Jared Emerson-Johnson (Bay Area Sound, Inc.), Jack Fusting (Telltale Games), Julian Kwasneski (Bay Area Sound, Inc.), Lazar Levine (Telltale Games)
Working on the hit episodic game series "The Walking Dead" has presented many challenges for the audio team. This panel discussion, comprised of the voice over director/producer, composer, lead sound designer, and implementation team, will step through the process from beginning to end, identifying the challenges and solutions used to make the game such a sonic success. Attendees will learn about the pitfalls of episodic shipment of games, what efficiencies can be incorporated, and what the common misconceptions are. During the 1-hour panel we will review the various experiences each panelist had, as well as their advice to those in the same situation - in 10 minutes or less. We will then recap and open the panel up to questions and the audience will be able to ask about the specifics of this popular title.
The Music of Dear Esther: Creating Powerful Scores with Limited Resources
Jessica Curry (thechineseroom)
The soundtrack for the 2012 cult indie hit Dear Esther has been praised for its emotional power and innovative fusion of digital effects and live instrumentation. This talk will explain the process of evolving the soundtrack from the original 2007 mod, which was built using only digital samples, to the remake's lush orchestration. The talk will focus on how to create rich and deep soundtracks on a tight budget, and our process of design, placement, and optimization of the music as a device to focus the player's emotional journey. The talk will begin by explaining the compositional philosophy of Dear Esther's music (finalist in Excellence in Audio at the IGF 2012), and how this related to the vision and design of the game, from story to environment art. This will feed into a discussion of the compositional process itself, particularly, the fusion of digital samples, effects, and live instrumentation. The relationship between music and environmental audio, including the use of quirky and strange semi-musical audio cues that offset the landscape and soundtrack, will be explored, as well as how distortions, splices, and manipulations can bring a unique tone and flavor to game music. The talk will conclude with thoughts, based on the experience of Dear Esther and other thechineseroom games, on how composers can communicate with developers and designers, and vice versa. The success of Dear Esther is frequently ascribed to the deep, holistic fusion of art, story, and music. This core of the talk is how this was achieved, and how studios can create powerful, integrated scores, even on a low budget.
AAA Audio Quality in a Mobile Indie Game: Holy Shield Case Study
Amaury La Burthe (AudioGaming)
This session will focus on the audio challenges often faced by indie productions when they have limited means and time, but high ambitions. Through practical examples spanning from conception to production of the mobile game Holy Shield (Journey to Hell), this session will show how past AAA experiences have been used to the benefit of the game. Live demos will demonstrate and give methodologies for effective, but simple, real-time mixing and bus design, music systems and in-tempo events, asset management, simple procedural audio, real-time special effects, and the methods used to produce original assets.
Contextually Driven Interactive Music in SSX
Gordon Durity (Electronic Arts - EA Sports)
What would it sound like if a virtual DJ could take any user provided music track and remix/rearrange it in real-time, while syncing it with the gameplay action of an over-the-top snowboarding game that involves racing, tricking, and survival? This is the exact scenario proposed to create the interactive music system for the latest SSX. This talk will take you through the creative, design, and technical considerations when coming up with an interactive music system that is context sensitive, audio artist driven, end user accessible, powerful, and flexible enough to provide a convincing, cybernetic music remix on the fly.
An In-Depth Look at the Sound Design Choices and Technical Solutions in Hitman: Absolution
Mikkel Christiansen (IO Interactive)
Frans Galschiot Quaade (IO Interactive)
How do you create the optimal workflow for a sound designer during pre-production, production, and the final polish period? That question was tried and answered while building Glacier 2, the new proprietary engine behind Hitman: Absolution. The aim was to stand out as a breathtaking cinematic experience, heavily driven by the refined interaction between a visual feast and state-of-the-art adaptive sound design. This session will showcase the road from rough ideas to a fully working audio engine and interface, as well as the overall approach to the aesthetics, sound design, and implementation in Hitman: Absolution. The main focus will be on the unique collaboration between gameplay events and the sound system, which allowed us to create high-level gameplay, along with relevant and dynamic sound design. We will take you on a guided tour of the making of Glacier 2 from a sound perspective, showing the creative thoughts and discussions that led to the final result: an audio tool that empowers the sound designer and greatly reduces the need for custom code.

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