The Audio Track looks at the game development process from the standpoint of developing dynamic videogame sound and offers direction for developers who wish to understand complex sound composition strategies.
Games routinely involve the scripting and editing of 50,000 lines of dialogue, multiple variations of orchestral scores and sound effects with real-time controls. This requires a unique fusion of craft and technology, and is shared by musicians, sound designers, programmers, and game designers. From sessions designed to polish the skills of a veteran composer to case studies that shed light on programming techniques and tools that bring those compositions to life, the Audio Track offers real world information to take game audio to new heights.
Audio Boot Camp
Speakers: Scott Selfon (Microsoft), Dan Bardino (Creative Services Manager, Sony Computer Entertainment Europe)
Composer Challenge GDC 2010
Speaker: Lennie Moore (Composer, 3l33t Music)
FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Triggering System
Speakers: Yoshinori Tsuchida (Technical Director & Audio Programmer, Square Enix), Tomohiro Yajima (Sound Director & Sound Designer, Square Enix)
Lost Planet 2: Bridging the Gap Between Developer and Contractor
Speakers: Peter Zinda (Sound Supervisor, Soundelux DMG), Tomoya Kishi (Audio Director, Capcom)
Materials vs. Audio: Object Interaction Sound Design in Halo
Speaker: Jay Weinland (Audio Lead, Bungie Studios)
Scoring Hell: How We Created the Score for EA's Dante's Inferno from Inception to Final Implementation.
Speakers: Garry Schyman (Game composer, GSP), Paul Gorman (AUDIO DIRECTOR, ELECTRONIC ARTS)
The Musical Recipe of Emotion
Speakers: Tom Salta (Composer/Producer, Persist Music), Laura Karpman (Composer, Art Farm West), Marty O'Donnell (Bungie), Jason Hayes (Audio Director, NC Soft Carbine), Chance Thomas (Principal Composer, HUGESound)