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Audio Asset Management for Large Projects
Price $5.95
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SKU GDC-04-039
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Description
Audio Asset Management for Large Projects,
2094

Audio, Panel

David Chan
Audio Producer, BioWare Corp.

Jacob Stephens
Lead Designer, Nihilistic Software, Inc.

Jared Emerson-Johnson
,

Julian Kwasneski
Audio Director, Bay Area Sound, Inc.

Marc Schaefgen
Audio Director, Inevitable Entertainment
This panel will discuss the management of audio assets for large products and how to avoid common pitfalls and ensure quality results on a large scale.

Planning methods used at BioWare and other companies will be discussed. The evolution of these methods will also be covered. The panel will look at project management from both internal development and external contractor perspectives. Questions such as, when to begin the planning process, who should be involved and what assets will be needed will also be discussed. The differences between managing audio on small projects and large projects will be highlighted. We will also go over mistakes that can and should be avoided.

The steps from planning to execution; deciding on resource needs for the project and if external contracting will be needed to meet deadlines; and what needs to be done to maintain quality on a large project are all outlined.

Participants learn how to make the best use of their resources when planning for large projects. They also learn from the methods and mistakes made by people that have worked on projects with some of the largest audio requirements of any in the games industry.

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