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
Audio Summit: Audio QA: Getting Useful Feedback on Your Audio Work
by Renaud Barne
(Demute)
Audio Summit
Game Developers Conference 2024
Audio Summit: Developing Strong Musical Identity in Video Games
by Ariel Contreras-Esquivel
(Independent)
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
'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 2023
Audio Summit: The Art of the Theme
by Brendon Williams
(Riot Games)
Audio Summit
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 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
Game Developers Conference 2021
Audio Summit: DIY Musical Instruments Using Unity, Wwise and Game Contro...
by Ressa Schwarzwald
(TinyBuild)
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
Ask Me Anything: Composer Q&A with Winifred Phillips
by Winifred Phillips
(Generations Productions LLC)
Audio
Summer 2020
Hear Me Feel Me Let Me Play: Lessons from 'Unscramble the Oracle' a BOSE...
by Nicole Lazzaro
(XEODesign, Inc.)
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
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
'Moss': Design Before Sound
by Stephen Hodde
(Polyarc)
Audio
2019
'Torn': Music Inside a Virtual Movie
by Garry Schyman
(Independent)
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
A Matter of Music Design: Driving Gameplay with Music
by Eric Hamel
(Worthing & Moncrieff)
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
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2017
'Headlander': Discovering Modern Methods in Sound via 70's Sci-Fi
by David Earl
(David Earl Productions)
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 2016
Anatomy of Great Voice-Over: A Casting & Recording Primer
by Andrea Toyias
(Blizzard Entertainment)
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
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 2013
AAA Audio Quality in a Mobile Indie Game: Holy Shield Case Study
by Amaury La Burthe
(AudioGaming)
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
An In-Depth Look at the Sound Design Choices and Technical Solutions in ...
by Mikkel Christiansen
(IO Interactive)
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 Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Audio Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
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
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 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 2009
Audio Adventures on the PS3 - SOCOM Confrontation - Online Audio for 32 ...
by Ken Felton
(SCEA)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Doing Business In The Game Music Industry In Japan 101
by Norihiko Hibino
(GEM Impact, Inc.)
Audio
GDC 2009
Everything Old is New Again: Using Musical Style to Enhance Storytelling
by Lennie Moore
(3l33t Music)
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
10th Annual Independent Games Festival Awards
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 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
GDC 2001
Design Patterns for Massively Multiplayer Environments
by Rich Vogel
Audio
GDC 2001
Real-Time Photorealism via Procedural Shaders
by Dan Baker
(Firaxis)
Audio
GDC 2001
Web Audio Panel
by Jeff Essex
(Audiosyncrasy)
Audio
GDC 2001
Will Games Ever Become a Legitimate Art Form?
by Jacob Stephens
Audio