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Session Name An In-Depth Look at the Sound Design Choices and Technical Solutions in Hitman: Absolution
Speaker(s) Mikkel Christiansen, Frans Galschiot Quaade
Company Name(s) IO Interactive, IO Interactive
Track / Format Audio
Overview 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.

GDC 2013

Mikkel Christiansen

IO Interactive

Frans Galschiot Quaade

IO Interactive

free content

Audio

Audio


UBM Tech