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Big World, Small Team: Designing a Scalable Ambience System for 'Ghost of Tsushima'
For much of production, the audio team on Ghost of Tsushima was very small while the world was 14x larger than anything the studio had worked on previously. This talk will discuss the solution the team developed to enable them to populate this vast world with an adaptive audio system reacting to time, weather, region and other game parameters. Charting the path of development, including its successes and pitfalls, this talk will dig deep into the technical considerations made and the final results of iterating on this system.
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