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Tuesday, November 16 • 19:30 - 20:20
(Replay) Game Audio: Data & Context for Richer Narratives in Soundtracks

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Please note that the recordings on Zoom are Dual Mono and not Stereo - some pre-recorded sessions have been uploaded to YouTube to preserve the independent dual channel audio, but some sessions may still be affected.

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.


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 19:30 - 20:20 GMT
Online 4
  Online Only
  • Level Intermediate, Advanced