Gulli Gunnarsson

Gulli Gunnarsson

Remedy Entertainment

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Gulli’s audio career started in the music, film, and TV spaces in the 2000s, where he performed as a session keyboardist for multiple EPs and albums, as well as gaining hundreds of credits on films and TV shows throughout Europe.

In 2018, Gulli transitioned into game audio with Remedy, with his first project being the award-winning Control. As a senior sound designer on Alan Wake 2, he brings his expert abilities in storytelling with audio to the team. Gulli's strength lies in his remarkable versatility and extensive experience in various aspects of audio production.

Projects

Alan Wake 2 (2023)

CrossfireX (2022)

Control (2019)

Gulli Gunnarsson is speaking at the following session/s

Alan Wake 2: Audio Systems in a Game of Two Halves

Audio
5:15pm - 6:00pm
Space 7

Key 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.

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