Industry Talk: Modular Sound Design Is Flexible Sound Design - IGDA Albany June 2021

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Game development is rife with different audio middleware and game engines, so approaching asset creation with that in mind can be a huge advantage for any designer. Or, at least it's a chance to look at things from a different angle! Joe shares a little perspective on how the elements of sounds can be broken out and used in parallel with some common elements of game engines to create incredibly dynamic interactive listening experiences for players (AND support gameplay cueing!). No knowledge of technical implementation is required. There will be plenty of time for questions and maybe even some answers, so don't hesitate to ask a question no matter how tough or easy it may be!

Speaker Bio:
Joe Concha is currently a Technical Audio Designer at Vicarious Visions, which just released Tony Hawk's Pro Skater 1 + 2 in 2020. He's been with the company for 2 years now (plus 1 year back in 2016 as a contractor), but has been doing something audio-related professionally since 2008. Some of his credits include: The Sims 3, Dead Space 3, Skylanders Imaginators, Jedi Challenges, and Overwatch 2 (in the future). When he's not designing game audio, Joe keeps busy by designing audio for stage/theatre productions (pre-plague, at least!), playing video games (it's research... he swears...), tabletop/board gaming with friends, or sipping bourbon whiskey and being needlessly critical of movie/television writing.
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