Game Developers Conference 2024
Audio Summit: Audio QA: Getting Useful Feedback on Your Audio Work
by Renaud Barne
(Demute)
Audio Summit
Game Developers Conference 2024
Audio Summit: Challenges and Opportunities in Designing and Developing A...
by Jorge Garcia
(Electronic Arts)
Audio Summit
Game Developers Conference 2024
Audio Summit: From AAA to Indie Audio Teams: Remaining Flexible is the Key
by Brigitte Dajczer
(Music Salad Studio Inc.)
Audio Summit
Game Developers Conference 2024
Audio Summit: How Do You Make Casual Games' Players Turn Their Audio On?
by Dominique Devoucoux
(King)
Audio Summit
Game Developers Conference 2023
'Dark Pictures: Season 1': 4 games in 4 years: Audio Systems for Narrati...
by Barney Pratt
(Supermassive Games)
Audio
Game Developers Conference 2023
Audio Summit: An Important Conversation About Conversations
by Maize Wallin
(Ghost Pattern)
Audio Summit
Game Developers Conference 2023
Audio Summit: Building Audio Careers, Together
by ZW Buckley
(Plant Based Audio)
Audio Summit
Game Developers Conference 2023
Audio Summit: Embracing Audio Technology for Enhanced Creativity
by Paolo Armao
(34BigThings)
Audio Summit
Game Developers Conference 2022
Building a Game Audio Community in Latin America Roundtable
by Maria Jazmin Giolito
(Game Audio Latam & Independent)
Audio
Game Developers Conference 2022
Recording Art and Engineering Practice: Social Network with Musical Inst...
by Zechen Xu
(NetEase)
Audio
Game Developers Conference 2022
Refreshing 'Guild Wars 2' with the Traditional Music of Korea
by Maclaine Diemer
(First Name Maclaine, LLC)
Audio
Game Developers Conference 2022
The Soundscapes of Yara: Audio Innovation and Representation in 'Far Cry 6'
by Eduardo Vaisman
(Ubisoft Toronto)
Audio
Game Developers Conference 2021
Audio Futures: Technologies for Games
by Scott Selfon
(Facebook Reality Labs)
Audio
Game Developers Conference 2021
Audio Summit: Behind the Scenes of the Audio in 'Say No! More'
by Julie Buchanan
(Freelance)
Audio Summit
Game Developers Conference 2021
Audio Summit: Voice Games: Past, Present and Future
by Jeferson Valadares
(Doppio)
Audio Summit
Game Developers Conference 2021
Audio Summit: VR Audio Adaptation of Third Person Gameplay
by Kristian Rmer
(IO Interactive)
Audio Summit
Summer 2020
A Bloody Symphony of Characters: Music and Leitmotiv in 'Mortal Kombat 11'
by Wilbert Roget
(Independent)
Audio
Summer 2020
Hear Me Feel Me Let Me Play: Lessons from 'Unscramble the Oracle' a BOSE...
by Nicole Lazzaro
(XEODesign, Inc.)
Audio
Summer 2020
The Audio Technology of 'Torchlight 3' Part 2
by Guy Somberg
(Echtra Games, Inc.)
Audio
2019
'Life is Strange': Music in a Narrative Driven Game
by Raoul Barbet
(Dontnod Entertainment / Capsule Animation Studio)
Audio
2019
'Moss': Design Before Sound
by Stephen Hodde
(Polyarc)
Audio
2019
Adapting Linear Audio Techniques to Improve Voyeurism and Emotional Enga...
by Barney Pratt
(Supermassive Games, Ltd.)
Audio
2019
Add, Fix, and Mix: Audio for Live Games 'Killing Floor 2' and 'Rising St...
by Mark Muraski
(Tripwire Interactive)
Audio
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2018
A Matter of Music Design: Driving Gameplay with Music
by Eric Hamel
(Worthing & Moncrieff)
Audio
GDC 2018
A Modern Take on Historical Fiction: Music for 'Call of Duty WWII'
by Wilbert Roget
(Independent)
Audio
GDC 2018
An Interactive Sound Dystopia: Real-Time Audio Processing in 'NieR:Autom...
by Shuji Kohata
(PlatinumGames, Inc.)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
Audio
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2017
Assisting VR Gameplay Through the Use of Iconographic Music
by Kenneth Young
(AudBod)
Audio
GDC 2017
Audio Bootcamp XVI: "Audio Tech 101" & "Interactive Music Approaches"
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2016
'Ori and the Blind Forest': Sonic Polish Through Distributed Development
by Gareth Coker
(Gareth Coker Music)
Audio
GDC 2016
Angry Birds 2 - Next Gen Audio in Only 10 Megabytes
by Jonatan Crafoord
(The Brain)
Audio
GDC 2016
Audio Bootcamp: Beyond Middleware: Thinking Like a Programmer
by Ben Houge
(Berklee College of Music)
Audio
GDC 2016
Audio for AAA Virtual Reality Experiences
by Simon Gumbleton
(Sony Computer Entertainment Europe)
Audio
GDC 2015
All Style, All Substance: The Audio Journey of the Vanity and Traversal ...
by Kristen Quebe
(Microsoft)
Audio
GDC 2015
Audio Bootcamp : Advanced Composition Techniques for Adaptive Systems
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2015
Audio Bootcamp : Audio Gigs: How to Find, Get, and Keep them Coming
by Richard Ludlow
(Hexany Audio)
Audio
GDC 2015
Audio Bootcamp : Dialogue 101
by Michael Csurics
(The Brightskull Entertainment Group)
Audio
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
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 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
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC China 2011
Global Reach and Local Limits, Paul's Personal Truths about Online
Game...
by Paul Barnett
(Mythic Entertainment)
Audio
GDC China 2011
Products Development Strategy of Indie Studios
by Dongxu He
(Gamegou)
Audio
- Chinese
GDC China 2011
Products Development Strategy of Indie Studios
by Dongxu He
(Gamegou)
Audio
GDC China 2011
The Business (and Importance!) of Game Audio
by Hitoshi Sakimoto
(Basiscape International Co., Ltd.)
Audio
- Chinese
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 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC China 2009
Designing Sound for Games in China
by Jie Yang
(Virtuos)
Audio
GDC China 2009
Designing Sound for Games in China
by Jie Yang
(Virtuos)
Audio
GDC China 2009
Dubbing Design and Setting Up the Auditory Atmosphere in Games
by Meng Peng
(Composer)
Audio
GDC China 2009
Dubbing Design and Setting Up the Auditory Atmosphere in Games
by Meng Peng
(Composer)
Audio
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Dynamic Range and Mix Levels: Where We're At In 2009
by Tom Hays
(Technicolor Interactive)
Game Audio Summit
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
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
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
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
(205) Large-scale Engineering for Online and Offline Games
by Neil Kirby
(Alcatel-Lucent)
Audio
GDC 2007
(206) Autodesk 3ds Max 9: Advanced Techniques for Next-gen Pipelines
by Neil Kirby
(Alcatel-Lucent)
Audio
GDC 2007
(Canceled) Best Practices to Help You Take Control of Your Game Development
by Grady Booch
(IBM)
Audio
GDC 2007
Advanced Audio Techniques for Racing Games: Creating Audio for Forza Mot...
by Mike Caviezel
(Turn 10 Studios, Microsoft)
Audio
GDC 2006
60-Minute MBA
by Scott Corley
(Red Mercury, LLC)
Audio
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
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 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 2004
The Hobbit : A Case Study
by Christopher Michael
Audio
GDC 2004
The Hobbit : A Case Study
by Christopher Michael
Audio
GDC 2004
Audio Asset Management for Large Projects
by David Chan
(Hinterland Studios)
Audio
GDC 2004
Audio Asset Management for Large Projects
by David Chan
(Hinterland Studios)
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