 |
|
|
|
|
2007 Audio Track
Thursday 26 July 2007
Audio Track Media Sponsor:
| 09.15 - 09.30 |
 Welcome & Introduction
CONFERENCE ROOM 7
Speaker:
|
| 09.30 - 10.30 |
 Welcome To Our World 2007 - Game Audio Development - An Independent Developer's Perspective
The Bizarre Creations audio team will discuss the potential pitfalls to be avoided and the easily-won successes to be claimed whilst working on their current titles, Project Gotham Racing 4 and The Club - games with very different demands of a shared core tech.
Specific topics will include:
- Planning, design & prototyping
- Scheduling & budgeting
- Cross platform audio engine and development tools
- Differing approaches to Sound Design and Implementation for different games
- Thinking the unthinkable - the power of ideas
Take Away:
Delegates will take away valuable insights and practical tips on how to develop high quality audio concurrently for multiple games across multiple formats, without compromising - or going stir-crazy.
CONFERENCE ROOM 7
Speakers:
|
| 10.30 - 10.45 |
 Break
|
| 10.45 - 11.30 |
 Sound: Part Of The Cake - Not Just The Icing
In a thought-provoking session, McCullough will examine the application of conventional narrative-related sound design techniques to pure gameplay situations. He will discuss his approach to 'getting inside the player's head' as well as examining how changes in the raw gameplay itself will affect the emotional state of the player - proposing that it is these factors that should inform the design of a flexible sound palette to state, reinforce and juxtapose those emotional changes.
Specific topics will include:
- How pictures and sound are inseparable in good films compared with a lack of equality and interdependency in some games
- Michel Chion's "Audio Visual Contract" and what games can learn from good film examples where audio reflects changes in the narrative and emotional tone
- Applying this to games - how to anticipate the player's emotional state under certain gameplay conditions and change and/or augment the sonic palette accordingly - including in relation to the raw gameplay itself
Take Away
Delegates will take away a deeper appreciation of the true meaning of the term 'sound design' in relation to games, and be inspired to follow through some fresh creative ideas into their own game audio productions.
CONFERENCE ROOM 7
Speaker:
|
| 11.30 - 12.15 |
 Music for the Masses - A "Next Gen" Music Composition & Production Masterclass
This session provides a rare opportunity to hear renowned games composer, Jacques, discuss his recent work on a number of leading video game titles - covering initial approach, production process and implementation.
Specific topics will include:
- What defines "Next Gen" music?
- Composing 'big screen' music for the small screen
- Recording, production and mixing techniques
- The use of interactive and adaptive music techniques for videogame scores
Take Away
Delegates will take away invaluable hints, tips and tricks on the business, creative and technical aspects of composing and producing cutting edge music scores for AAA video game titles.
CONFERENCE ROOM 7
Speaker:
|
| 12.15 - 13.15 |
 Lunch
|
| 13.15 - 14.00 |
 The Freelance Economy
Providing extremely valuable insights to both audio contractors and in-house commissioners of externally produced work, Ranyard, who oversees SCEE's entire audio content provision, will discuss the blow-by-blow of how Sony works with freelancers and what they should do to get noticed.
Specific topics will include:
The structure of deals including rights issues
Expectations of creativity and the production process
What makes a good showreel
The kind of projects currently upcoming
What's different about contracting in games as opposed to other media
Take Away
Delegates will take away a clearer understanding of how the freelancer economy is operating and how to present themselves to, and work with a large videogames publisher.
CONFERENCE ROOM 7
Speaker:
|
| 14.00 - 14.45 |
 Surrounded - A "Next Gen" Multi-Channel Sound Masterclass
A must-see for anyone with an interest in promoting Hi Definition audio to complement the new generation of HD graphics. This session will explode the myths and reinforce the facts about 7.1 surround sound, covering some of the key aspects of design, production and execution required to provide a ‘full fat' surround solution for video game projects, whilst avoiding potential pitfalls.
Specific topics will include:
- 7.1 speaker and room set-up
- Creative use of all of the speakers to create an enhanced entertainment experience
- Hints & tips on mixing music in surround
- The critical importance of testing in different surround modes
Delegates will take away practical real-world best-practice information on how to enhance their titles with a comprehensive 'next-gen' approach to surround sound.
CONFERENCE ROOM 7
Speaker:
|
| 14.45 - 15.00 |
 Break
|
| 15.00 - 15.45 |
 Dynamic Range: A Study of Software DSP & Run-Time Mixing
With reference to his work on Scarface: The World Is Yours Bridgett will examine the absence of subtlety and silence in the audio of many recent video games, manifested by a lack of dynamic range, over-compression of sound and music assets, and leaving little potential for narrative tension and release.
Specific topics will include:
- Production practices in which sound, music and dialogue have been consistently over-compressed at the individual asset level
- Interactive mixing and post-production as a valuable area where dynamics can be artistically controlled via such real-time DSP effects and run-time snapshot mixers to dynamically shape and prioritize the overall sound in an interactive environment
Take Away
Delegates will take away a greater understanding of how run-time mixing can re-define the dynamic range of game audio.
CONFERENCE ROOM 7
Speaker:
|
| 15.45 - 16.45 |
 Audio Track Keynote
One of game audio's most charismatic and successful figures will examine his past, present and future, drawing out the key factors that have continually driven him forward to build and maintain a highly notable, colourful and lucrative career in videogames. From his unique worldwide perspective, Tommy will discuss his views about the future of music and sound in games and the potential opportunities ahead for composers and sound designers in the world's fastest-growing entertainment medium.
Take Away:
Career inspiration and a global perspective on the future possibilities for sound and music in games.
CONFERENCE ROOM 7
Speaker:
|
| 16.45 - 17.30 |
 Open Mic 2007: The Great Debate
An opportunity for all delegates and speakers to share their views and engage in serious debate on the future of game audio. (Self-opinionated ranting strongly encouraged, with a prize for the most controversial contribution!)
CONFERENCE ROOM 7
|
| 17.30 onwards |
 Networking with Develop Conference delegates
|
Please note: times and content may be subject to change.
|
|
 |
|