GDC 2014
3D Audio: Back to the Future?
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Audio
GDC 2014
Audio Bootcamp: Audio Design
by Nicky Birch
(Somethin' Else)
Audio
GDC 2014
Audio Bootcamp: Intro/Sound Design
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2013
AAA Audio Quality in a Mobile Indie Game: Holy Shield Case Study
by Amaury La Burthe
(AudioGaming)
Audio
GDC 2013
An In-Depth Look at the Sound Design Choices and Technical Solutions in ...
by Mikkel Christiansen
(IO Interactive)
Audio
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
Audio Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Authoring Soundscapes with User-generated Content and Automatic Audio Cl...
by Jordi Janer
(Universitat Pompeu Fabra)
Audio
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
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 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
After the iPhone...What?
by Jeff Essex
(Audiosyncrasy)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC Austin/Online 2008
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC Austin/Online 2008
Cocktail Parties, Presence and Compelling NextGen Audio
by Simon Carlile
(Personal Audio Pty Ltd)
Audio
GDC Austin/Online 2008
Creating Foley for Games
by Mark Petty
(Gearbox Software)
Audio
GDC 2008
26 Slick Tricks for Game Dialog and Other Voiced Bits
by DB Cooper
(DB-Cooper.com)
Audio
GDC 2008
At the Cutting Edge – Audio Production for HEAVENLY SWORD
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2008
Audio for MMO's
by Geoff Scott
(Turbine Entertain...)
Audio
GDC 2008
Audio Post-Mortem: BioShock
by Geoff Scott
(Turbine Entertain...)
Audio
GDC 2007
Advanced Audio Techniques for Racing Games: Creating Audio for Forza Mot...
by Mike Caviezel
(Turn 10 Studios, Microsoft)
Audio
GDC 2007
Advanced Granular Synthesis for Next Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2007
Anatomy of an Experimental Game Score
by Garry Schyman
(GSP)
Audio
GDC 2007
Asset Management for Large Game Dialogue Projects
by Ken Kato
(Microsoft Game Studios)
Audio
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2006
A Discussion on Story and Music and the Business That Brings Them Together
by Michael Giacchino
Audio
GDC 2006
A New Vision for Interactive Stories
by Ernest Adams
(International Hobo)
Audio
GDC 2006
Agile Methodology in Game Development: Year 3
by Clinton Keith
(Clinton Keith Consulting)
Audio
GDC 2005
Adaptive Music Jam
by Guy Whitmore
(Microsoft)
Audio
GDC 2005
Audio Implementation Methodologies
by Marc Schaefgen
(The Sound Department, Austin)
Audio
GDC 2005
Audio Production for Halo 2
by Jay Weinland
(Bungie Studios)
Audio
GDC 2005
Breaking the Mold: Audio Innovation in Downloadable Games
by Michael Sweet
(Berklee College of Music)
Audio
GDC 2003
Audio Programming for Very Large Projects
by David Ranyard
(Sony Computer Entertainment)
Audio
GDC 2003
Aural Subjectivity: A Personal Perspective
Audio
GDC 2003
Composing, Producing and Implementing an Interactive Music Soundtrack fo...
by Chuck Doud
Audio
GDC 2003
Control Where it Belongs: Latest Generation Audio Development for Xbox
by Scott Selfon
(Microsoft)
Audio