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12:45pm
Damian O’Sullivan PlayStation Studios12:45pm - 1:30pmSpace 1Dialogue Evolution of Helldivers 2
Thursday 14th November12:45pm - 1:30pmSpace 1Dialogue Designer Damian O’Sullivan discusses the development of the dialogue on Helldivers II. Firstly, Damian will detail the challenges faced in code, prioritisation and other dialogue systems and the creative solutions used to overcome them in a GAAS context. He’ll then discuss how the team approached dialogue creative processing and mix decisions within Wwise for this evolving project.
Session Takeaway
- Practical solutions to systemic dialogue design
- Insight into dialogue considerations for GAAS titles
- Mix best practices for ensuring dialogue clarity
3:15pm
Irma de Wind Independent Music Supervisor3:15pm - 4:00pmSpace 7Tips and Tricks from a Music Supervisor to Navigate Music Licensing in Games
Thursday 14th November3:15pm - 4:00pmSpace 7What is the job of a music supervisor? A music supervisor oversees all the music-related aspects of a game. They negotiate the best deals between the composer and/or rights holders of the music, ensuring that both parties are satisfied
In this talk, I will explain the role of a music supervisor and why you need one. This includes explaining the differences between commercial, library, and composed music, as well as discussing the steps for clearing commercial music and what to look out for in composer deals.
Session Takeaway
- The difference between library music, commercial music, and composed (buy-out) music
- How to clear commercial music, e.g., the difference between master and publishing rights
- Different types of composer deals, e.g., buy-out, licensed deals, non-exclusive deals
- Will briefly discuss the topic of releasing a soundtrack
4:15pm
Francesco Del Pia The Chinese RoomHarry Nixon The Chinese Room4:15pm - 5:00pmSpace 7Still Wakes the Deep: The Audio Design Behind the Oil Rig
Thursday 14th November4:15pm - 5:00pmSpace 7In this talk we will explain how the audio team developed the sound design for the unique environment of the oil rig, one of the protagonists of Still Wakes the Deep.
We will describe the audio direction we followed, the design techniques we mastered and the implementation tools we developed in order to effectively support and enhance the game's narrative and atmosphere. Our strategies evolved throughout the game's production, and we will highlight how they adapted to answer to the game's shifting demands on the path to release.
Lastly, we will explain how the culture of cross-department collaboration at The Chinese Room allowed audio to effectively drive several visual and haptic systems to achieve a coherent and holistic experience for the player.
Session Takeaway
- Learn how the atmospheric sound design for the rig came together, and what were the main contributing elements to its effectiveness
- Learn how a realistic approach to audio implementation helped to ground the game experience and make it more believable
- Understand how audio can effectively drive other game systems, and how this can benefit the player's immersion
5:15pm
Joshua Bell Remedy EntertainmentGulli Gunnarsson Remedy Entertainment5:15pm - 6:00pmSpace 7Alan Wake 2: Audio Systems in a Game of Two Halves
Thursday 14th November5:15pm - 6:00pmSpace 7Key members of Remedy Entertainment's audio team will tell the story of a deep collaboration between different disciplines within game audio design, and between the audio team and wider disciplines on the development team.
Alan Wake 2 is a game of two halves. The foreboding alternate dimension of the Alan's Dark Place, and the journey of Saga through nostalgic primordial forests of the Pacific Northwest are constantly juxtaposed throughout the game. The duality, and the breadth and depth of mechanics they bring with them represented a creative and technical challenge for the audio team.
By taking key scenes from the game that showcase the most compelling moments in Alan Wake 2's sound design, technical audio design and music design, we will discuss and demonstrate how each of our systems came together to craft these moments.
Session Takeaway
- Learn about the Remedy Audio team’s approach to and execution of the sound design, implementation, mixing techniques, and audio system design in Alan Wake 2, and how these could be adapted to other projects.
- Learn about the challenges faced when building sound for such a long-anticipated and narratively complex sequel in a beloved franchise, and benefit from learning about how the team overcame these.
- Benefit from insights into the team’s work on ambiance, world-building, creature design, haptics, cinematics, and scripting audio for mission sequences.