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Session Name:

Too Darn Loud: Developing Sensible Reference Level Standards

Overview:

Particularly in environments where the mix is dynamic and constantly changing, a continuing challenge for game developers is devising (and abiding by) guidelines for appropriate playback levels. While the ever-loudening, highly dynamic-range compressed strategies of the music industry may be appropriate in that world, games can use multiple alternate techniques to 'feel' louder and maintain a wide dynamic range without forcing the player to scramble for their remote.

This panel will cover the findings of an ongoing multi-platform, multi-studio conversation about what such a set of guidelines would look like, and how we can apply these.

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  • GDC 2010
  • Charles Deenen
  • Electronic Arts
  • Ken Felton
  • SCEA
  • Scott Gershin
  • Soundelux Design Music Group
  • Tom Hays
  • Technicolor Interactive
  • Don Veca
  • Sledgehammer Games/Activision
  • Mark Yeend
  • Microsoft
  • free content
  • Audio
  • Audio