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Tuesday, November 16 • 10:00 - 10:50
Game Audio: Data & Context for Richer Narratives in Soundtracks

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“Tracklaying” (triggering) individual sounds is accomplished using game dev and middleware tools in similar ways across many different types of games. But how are sounds choreographed to form a soundtrack in inherently chaotic, open world, sandbox games?
At Avalanche Studios, we've spent a number of years learning some right (and wrong) ways to take information from the game and use it to define meaningful moments.
We’ll show examples from past projects where using a sound designer’s idea of narrative context and the right game data helped us orchestrate better soundtracks.

IF YOU ARE ATTENDING ONLINE, ALL TALK SESSIONS CAN BE ACCESSED FROM THE MAIN LOBBY: https://conference.audio.dev

Speakers
avatar for Xan Williams

Xan Williams

Sound Designer, Avalanche Studios
Xan Williams is a Senior Sound Designer at Avalanche, who has designed, and implemented some of their more complex audio mechanics. He has spent time scripting and utilizing game and system data, to derive audio contexts for sound designers.The audio team at Avalanche Studios collaborates... Read More →
avatar for Dominic Vega

Dominic Vega

Lead Sound Designer, Avalanche Studios Group
Dominic Vega is a Lead Sound Designer at Avalanche Studios, whose work has focused on the craft of using interactive mixing and sound orchestration, to communicate narrative intention to players.The audio team at Avalanche Studios collaborates in developing open world action games... Read More →


Tuesday November 16, 2021 10:00 - 10:50 GMT
4) Shift 10 South Pl, London EC2M 7EB, UK