Game Developers Conference 2024
'3DHaptics' Practical Design Method: Insights from Sound and UX/UI Exper...
by Masatoshi Miyakawa
(Miraisens, Inc.)
Audio
Game Developers Conference 2024
'Baldur's Gate 3': A Fireside Chat (Presented by Dolby Laboratories)
by Stefan Randelshofer
(Larian Studios)
Audio
Game Developers Conference 2024
'Destiny 2': Weaving Music Between Activities and the Open World
by Pete Kugler
(Bungie)
Audio
Game Developers Conference 2024
'Diablo IV': Audio Systems Deep Dive "Living Audio"
by Kris Giampa
(Blizzard Entertainment)
Audio
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
'Dark Pictures: Season 1': 4 games in 4 years: Audio Systems for Narrati...
by Barney Pratt
(Supermassive Games)
Audio
Game Developers Conference 2023
'Gotham Knights': Using Systemic Audio Tools to Build a Vibrant Gotham City
by Dustin Reid
(WB Games Montreal)
Audio
Game Developers Conference 2023
'LEVEL UP YOUR GAME': Access 200M Gamers with Razer Chroma RGB and Inter...
by Quyen Quach
(Razer)
Audio
Game Developers Conference 2022
'Unpacking': The Fun Behind the Foley
by Jeff van Dyck
(Witch Beam)
Audio
Game Developers Conference 2022
An Epic Journey through the Audio Universe that is 'Marvel's Guardians o...
by Steve Szczepkowski
(Eidos Montreal)
Audio
Game Developers Conference 2022
An Insider's Guide to Games Audio: 5 Cheat Codes for Easier VO (Presente...
by Jessica Kent
(SIDE)
Audio
Game Developers Conference 2022
Audio Summit: Actively Building Trust: Creating the Voices of 'We Are OFK'
by Khris Brown
(Vox Point LLC)
Audio Summit
Game Developers Conference 2021
Audio Futures: Technologies for Games
by Scott Selfon
(Facebook Reality Labs)
Audio
Game Developers Conference 2021
Audio Futures: Technologies for Games
by Scott Selfon
(Facebook Reality Labs)
Audio
Game Developers Conference 2021
Audio Summit: 'Genesis Noir': Bringing Jazz Improvisation To Gaming
by Jeremy Abel
(Feral Cat Den)
Audio Summit
Game Developers Conference 2021
Audio Summit: Behind the Scenes of the Audio in 'Say No! More'
by Julie Buchanan
(Freelance)
Audio Summit
Summer 2020
'Erica': How and How Not to Score a Film-Game Hybrid
by Austin Wintory
(Wintory Global Engineering)
Audio
Summer 2020
A Bloody Symphony of Characters: Music and Leitmotiv in 'Mortal Kombat 11'
by Wilbert Roget
(Independent)
Audio
Summer 2020
A Bloody Symphony of Characters: Music and Leitmotiv in 'Mortal Kombat 11'
by Wilbert Roget
(Independent)
Audio
Summer 2020
Ask Me Anything: Composer Q&A with Winifred Phillips
by Winifred Phillips
(Generations Productions LLC)
Audio
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
Finding Space For Sound: Environmental Acoustics in 'Tom Clancy's The Di...
by Robert Bantin
(Massive Entertainment - a Ubisoft Studio)
Audio
GDC 2020
From 'Assassin's Creed' to 'The Dark Eye': The Importance of Themes
by Winifred Phillips
(Generations Productions LLC)
Audio
2019
'Battlefield V' AI Dialogue
by Simon Lindskog
(EA DICE)
Audio
2019
'Life is Strange': Music in a Narrative Driven Game
by Raoul Barbet
(Dontnod Entertainment / Capsule Animation Studio)
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
GDC 2018
'ARK Survival Evolved': Early Access Composing and Its Unique Issues
by Gareth Coker
(Independent)
Audio
GDC 2018
'Destiny 2': Linear Music in an Open World
by Skye Lewin
(Bungie)
Audio
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2018
'Mass Effect Andromeda' Audio Retrospective
by Michael Kent
(Bioware)
Audio
GDC 2017
'DOOM': Behind the Music
by Mick Gordon
(Game Audio Australia)
Audio
GDC 2017
'DriveClub' Audio: From Console to VR
by Nicholas Ward-Foxton
(Sony Interactive Entertainment)
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 2016
'Ori and the Blind Forest': Sonic Polish Through Distributed Development
by Gareth Coker
(Gareth Coker Music)
Audio
GDC 2016
'Ori and the Blind Forest': Sonic Polish Through Distributed Development
by Gareth Coker
(Gareth Coker Music)
Audio
GDC 2016
A Game That Listens - The Audio of INSIDE
by Martin Stig Andersen
(Independent)
Audio
GDC 2016
AAA Virtual Orchestration on an Indie Budget
by Wilbert Roget
(RogetMusic)
Audio
GDC 2015
All Style, All Substance: The Audio Journey of the Vanity and Traversal ...
by Kristen Quebe
(Microsoft)
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 : Advanced Composition Techniques for Adaptive Systems
by Winifred Phillips
(Generations Productions LLC)
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
- Chinese
GDC China 2011
Global Reach and Local Limits, Paul's Personal Truths about Online
Game...
by Paul Barnett
(Mythic Entertainment)
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 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
Is That It? Next Gen Audio
by Jason Page
(SCEE R&D)
Audio
GDC 2008
10th Annual Independent Games Festival Awards
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 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