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|Session Name:||Too Darn Loud: Developing Sensible Reference Level Standards|
|Speaker(s):||Charles Deenen, Ken Felton, Scott Gershin, Tom Hays, Don Veca, Mark Yeend|
|Company Name(s):||Electronic Arts, SCEA, Soundelux Design Music Group, Technicolor Interactive, Sledgehammer Games/Activision, Microsoft|
|Track / Format:||Audio|
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.