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Understanding the Audio Needs of a Game and Its Audience
A study of the sound across two games; Supermassive Games' The Quarry and Interior Night's As Dusk Falls. Despite both games employing similar game design techniques and structuresbranching narratives, QTE's, time-based responseseach project required distinct audio solutions tailored to their stylistic and technical requirements. This session will explore how and why. Adele Cutting, Audio Director at Soundcuts Ltd, will describe the individual approach for each production and compare the two: delving into dialogue, the importance of emotes, Foley, ambience, sound effects, and music. For both productions, the entirety of the audio was outsourced, so outsourcing production and best practices will also be touched upon.
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