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
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: Small Team Game Development
by Dren McDonald
(nerdtracks.com)
Audio
GDC 2014
Audio Bootcamp: Small Team Game Development
by Dren McDonald
(nerdtracks.com)
Audio
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking
by Mo Jen
(Playfish UK)
Audio
GDC 2013
Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2013
Audio Bootcamp: Loudness and How to Measure It
by Garry Taylor
(Sony Europe)
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
GDC China 2011
Products Development Strategy of Indie Studios
by Dongxu He
(Gamegou)
Audio
- Chinese
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
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 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
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC Austin/Online 2008
Creating Foley for Games
by Mark Petty
(Gearbox Software)
Audio
GDC Austin/Online 2008
Neural-THX Surround: Serious Surround Sound for the Multi-Channel Gamer
by Mark Tuffy
(Interactive Media, DTS, Inc.)
Audio
GDC 2008
Automatic Audio in Frostbite
by Stefan Strandberg
(Digital Illusions CE AB)
Audio
GDC 2008
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
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
Agile Methodology in Game Development: Year 3
by Clinton Keith
(Clinton Keith Consulting)
Audio
GDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
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
Cross-Platform Audio Using Interactive XMF
by Jessica Bayliss
Audio
GDC 2004
Producing Orchestral Scores for Games
by John O'Leary
Audio