GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2011
Atmospheric Audio in GOD OF WAR 3
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Localization: What You Need to Know
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Auto-Tuning Chopin in Stacking Audio Design!
by Brian Min
(Doublefine Productions)
Audio
GDC 2011
Between 4 Ears: SPLINTER CELL: CONVICTION Co-op Sound Strategies
by Olivier Girard
(Ubisoft)
Audio
GDC 2011
Bigger Isn't Always Better: Sophisticated Thinking about Working with Li...
by Jason Poss
(Sarawak Songs)
Audio
GDC 2011
Casual Moods: Creating Sound and Music for a Booming Field
by Sean Beeson
(Sean Beeson Studios)
Audio
GDC 2011
Casual Moods: Creating Sound and Music for a Booming Field
by Sean Beeson
(Sean Beeson Studios)
Audio
GDC 2011
Composer Challenge GDC 2011
by Lennie Moore
(3l33t Music)
Audio
GDC 2011
Composer Challenge GDC 2011
by Lennie Moore
(3l33t Music)
Audio
GDC 2011
DEAD RISING 2: How Real-time Game Integrated Tools Saved the Audio Team
by Jason Jarvis
(Capcom Game Studio Vancouver)
Audio
GDC 2011
DEAD SPACE 2 Musical Postmortem
by Jason Graves
(Jason Graves Music, Inc.)
Audio
GDC 2011
Dynamic Range and Mix Levels - Where We're at in 2011
by Tom Hays
(Technicolor Interactive)
Audio
GDC 2011
Dynamic Range and Mix Levels - Where We're at in 2011
by Tom Hays
(Technicolor Interactive)
Audio
GDC 2011
Footsteps - An Informal Sound Study
by Damian Kastbauer
(Bay Area Sound)
Audio
GDC 2011
Footsteps - An Informal Sound Study
by Damian Kastbauer
(Bay Area Sound)
Audio
GDC 2011
Four Guns West
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2011
Four Guns West
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2011
From MYTH to HALO: Marty O'Donnell's Adventures with Adaptive Audio, Cre...
by Marty O'Donnell
(Bungie)
Audio
GDC 2011
GANG Demo Derby: Music
by Chuck Doud
(SCEA)
Audio
GDC 2011
GANG Demo Derby: Sound Design
by Tim Larkin
(Valve Software)
Audio
GDC 2011
Getting Great Dialogue Through Improvisation
by Tom Keegan
(TomK Productions)
Audio
GDC 2011
Getting Great Dialogue Through Improvisation
by Tom Keegan
(TomK Productions)
Audio
GDC 2011
Interactive Music Scoring Methods for MASS EFFECT 2
by Jack Wall
(Wall of Sound, Inc.)
Audio
GDC 2011
Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTRO...
by Emily Ridgway
(Double Fine Productions/Emily Industries)
Audio
GDC 2011
Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTRO...
by Emily Ridgway
(Double Fine Productions/Emily Industries)
Audio
GDC 2011
Listening to the Gamer: Getting Speech Recognition in Games Right
by Jason Hewitt
(Microsoft)
Audio
GDC 2011
Listening to the Gamer: Getting Speech Recognition in Games Right
by Jason Hewitt
(Microsoft)
Audio
GDC 2011
Monetizing Your Music: Negotiating a Better Game Composing Deal
by Jim Charne
(Law Offices James I Charne)
Audio
GDC 2011
PS3 and NDS, the Two Extreme FINAL FANTASY Series
by Mitsuto Suzuki
(Square Enix)
Audio
GDC 2011
PS3 and NDS, the Two Extreme FINAL FANTASY Series
by Mitsuto Suzuki
(Square Enix)
Audio
GDC 2011
Psychoacoustic Real-Time Mixing: Seven Secrets You Need to Know
by John Byrd
(Gigantic Software)
Audio
GDC 2011
Psychoacoustic Real-Time Mixing: Seven Secrets You Need to Know
by John Byrd
(Gigantic Software)
Audio
GDC 2011
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2011
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2011
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2011
Stealing Sound: The Application of Generative Music
by Paul Weir
(Eidos Montreal)
Audio
GDC 2011
Stealing Sound: The Application of Generative Music
by Paul Weir
(Eidos Montreal)
Audio
GDC 2011
The Environment is the Orchestra: Soundscape Composition in LIMBO
by Martin Stig Andersen
(Playdead)
Audio
GDC 2011
The Environment is the Orchestra: Soundscape Composition in LIMBO
by Martin Stig Andersen
(Playdead)
Audio
GDC 2011
VO Session LIVE!!!
by Michael Csurics
(2K Marin)
Audio
GDC 2011
Work Smarter, Not Harder: Automating the Process of Audio Content Creation
by Adam Kay
(Paragon Studios)
Audio