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|Session Name:||Game VR/AR: 'Paper Beast': Technical Audio in a Simulated VR Ecosystem|
|Speaker(s):||Eric Chahi, Clement Duquesne|
|Company Name(s):||Pixel Reef, Pixel Reef|
|Track / Format:||Game VR/AR|
|Overview:||In the world of indie game Paper Beast, everything is simulated. Creatures falling on a slippery obsidian slope, arachnids trying to uproot a plant with ropes, a small river suddenly flooding, wind waving curtains All elements are physics-driven and react to the player's touch and to one another. In this hyper-interactive context, audio has to mirror each situation accurately to have the game's world feel real and alive, especially considering the demanding nature of the VR support. nnPixel Reef's audio team shares how they crafted the detailed systems that breathe life into the game's procedurally animated creatures and dynamic landscapes, addressing physics-based audio, VR spatialization, audio-based animation, and more. They go through the various technical strategies and features they developed within their custom engine Atoll and Audiokinetic's Wwise, from the base audio creation from radio artist Floriane Pochon to the in-game result.|