AES New York 2009 Friday, October 9, 4:30 pm — 5:30 pm
Game Audio Session G2
G2 - Leveling Up Game Audio Implementations
Scott Selfon, Microsoft Corporation - Redmond, WA, USA
Dave Fraser, Heavy Melody
How does a sound implementer solve the conundrum of delivering 40+ hours of interactive, dynamic, non-repetitive game audio that fits into a download, portable, or disc-based title? How can we devise and abide by reference level standards in an environment where mixing is occurring in real time? How do we get real-time DSP effects out of our gear and into the game, so the player hears what we hear? This panel of IESD members (Interactive Entertainment Sound Developers, a professional branch of the Game Audio Network Guild) will discuss these challenges, as well as other aesthetic and procedural considerations faced by sound designers, programmers, and audio directors in developing and delivering an overall sound design vision within the technical and logistical constraints of interactive media.