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Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Audio Category

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GDC 2006 Audio Track
Price:$99.95

SKU#: GDCAUD-06-CD-AUD
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The Sound Design of Gears of Wa
Price:$7.95

SKU#: GDC07-4450
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Is Jimi Hendrix a Good Level Designer?
Price:$7.95

SKU#: GDC07-5121
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Description: In most music games, your songs are your levels, which means that your sound designers are your level designers. Music games need an interesting approach to level design. In many ways the content dictates the game experience. In the case of ^/i>Guitar Hero^//i>, where each song is a game level, we had to come up with ways to provide a compelling game experience while working within the confines of the song. In this talk, we'll discuss the approach we took in Guitar Heros in choosing songs that make good levels, some of the tools we use to "level the playing field" and then finish with some examples.

G.A.N.G. Demo Derby
Price:$7.95

SKU#: GDC07-4923
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Description: Attendees are invited to present their demos to a panel of industry professionals for feedback, evaluation and tips on creating a solid demo. Last year, the G.A.N.G. Demo Derby was a huge success and one G.A.N.G. member landed a major gig as a result of one of the panelists hearing their work.

Painting an Interactive Musical Landscape
Price:$7.95

SKU#: GDC07-4695
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Description: During this in-depth session, Kondo illustrates how his method of composing interactive music is unique by dissecting various examples of sounds and music from the ^/i>Super Mario^//i> and ^/i>Legend of Zelda^//i> series. Although the art and science of videogame music has changed dramatically during the last 20 years, his work has remained consistent and allows Nintendo's musical soundtracks to soar. Learn what inspires Kondo to create musical masterpieces as epic as the tales they accompany.

The Importance of Audio In Gaming: Investing in Next Generation Sound
Price:$7.95

SKU#: GDC07-4412
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Description: This panel examines the role and importance of gaming within the game development and marketing process. Specifically it seeks to address the question of whether the right sound enhances gameplay and/or game sales. Through an interactive panel discussion, we will seek to assess what role audio plays within the development process and share best practices for efficiently delivering the best possible sound experiences.

Music Licensing for the Next Generation
Price:$7.95

SKU#: GDC07-4398
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Description: Next generation consoles capabilities and their online presence pose interesting challenges to music licensing - this is largely due to the ability to download and store content on your hard-drive. SCE London Studio has huge ambitions for games such as SingStar to have an on-line store allowing players to customise their own track list and the game to a high level. This has meant the licensing process has had to be reviewed. Exploring these areas in greater detail the session will cover the challenges that were encountered and how these were overcome.

PS3 Audio: More Than Extra Channels
Price:$7.95

SKU#: GDC07-4226
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Description: The presentation examines the MultiStream library, explaining its features and the reasons behind some of the design decisions made during its development. It also looks at how the role of a content creator will change in the future due to the new possibilities available. How much more work is involved in a next-gen product, what resources are required and what new skills must be learned to cope with these areas is also explored.

PS3: Audio Development From the Trenches
Price:$7.95

SKU#: GDC07-3867
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Description: Now that the PS3 has been launched and the first wave of titles have been released what was/is it like to develop audio for this platform? Attendees learn tricks and tips for audio development on the PS3 platform and hear about games that have been released or are in development. Attendees will have an opportunity to ask questions of the panel about their experiences.

How to Convert to Data-driven Audio and What Can Go Wrong
Price:$7.95

SKU#: GDC07-3866
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Description: This lecture explains how to convert from a distributed to a data-driven sound specification system and which obstacles come up along the way. The experience that was gathered while centralizing audio production workflow for our upcoming title CRYSIS is discussed and explained through specific examples.

Exploring Multiplayer Sound Design in Ghost Recon: Advanced Warfighter
Price:$7.95

SKU#: GDC07-3865
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Description: Using work from the GHOST RECON series to help illustrate its points, this session demonstrates the importance of 3D audio-based sound design in creating detailed, natural spaces and combat sequences in complex multiplayer environments.

Anatomy of an Experimental Game Score
Price:$7.95

SKU#: GDC07-3864
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Description: This session offers a step-by-step discussion of the score for the video game BioShock, from concept to execution to implementation.

Advanced Granular Synthesis for Next Generation Games
Price:$7.95

SKU#: GDC07-3863
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Description: Granular synthesis allows for a rich array of new possibilities for audio manipulation on next-gen platforms. Granular synthesis code are demonstrated to show the ease in which it can be adopted for direct use in next-gen titles.

Theme Song: Make Your Soundtrack Stand Out
Price:$7.95

SKU#: GDC07-3862
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Description: This session reviews the creation of the SiN Episodes: Emergence theme song "What's The World Come To". Topics will include pitching the concept to higher ups, theme creation, theme implementation in the product and the marketing benefits of a strong musical theme.

Managing Audio in 3rd Party Development
Price:$7.95

SKU#: GDC07-3861
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Description: Managing third-party development for audio is completely different from internal development. The challenges it presents include mastering concise communication and being sensitive to a wide spectrum of development paradigms concerning audio. This lecture offers specific examples to illustrate how a publisher and third-party groups can work well together for the best audio experience possible.

Asset Management for Large Game Dialogue Projects
Price:$7.95

SKU#: GDC07-3860
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Description: This panel offers an overview of the challenges faced by developers in handling the huge numbers of voice files in many of today's games. Each panelist outlines some of the techniques they've come to rely upon through the years, and demonstrate some of their favorite tools and techniques.

How To Score Your Video Game With An Orchestra
Price:$7.95

SKU#: GDC07-3859
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Description: This session provides an in-depth look at the budgeting, contracting, and managing of an orchestral recording session of videogame music.

How to Produce an Effective Demo Package
Price:$7.95

SKU#: GDC07-3858
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Description: This panel is designed to serve as an insiders' guide for all music professionals and composers seeking to create an effective demo package. This panel offers valuable information and key lessons from industry leaders to help achieve goals which include:
- Discussion of general and custom demos
- Discussion of various delivery methods
- Creating an effective demo package that clients will want to see and hear
- How to gollow-up with potential clients


Why "Work-for-Hire" Doesn't Work for Composers: Concrete Steps to Improve a Deal
Price:$7.95

SKU#: GDC07-3857
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Description: Game music deals have historically required that composers assign all rights to their music on a work-for-hire basis. This treatment of composers is reminiscent of the most disreputable practices of the recorded music and music publising industries. This session will present a strategy for composers to retain a greater interest in their compositions so they may share in revenue that may be generated by the success of the music.

Music: Design, Production and Implementation
Price:$7.95

SKU#: GDC07-3856
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Description: This session offers the audience Sony Computer Entertainment America's global approach to music across all SCEA titles, as well as detail some of its leading properties such as WARHADK for PlayStation 3, GOD OF WAR 2 for PS2, SYPHON FILTER: LOGAN'S SHADOW for PSP and the latest SOCOM: U.S. NAVY SEALs for PS2 and PSP. Emphasis is placed on process, consisting of music design, production, and implementation.

Mobile Audio Has Gone Bizerk! (Thu)
Price:$7.95

SKU#: GDC07-3854
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Description: Mobile audio standards are incredibly diverse and pose many problems for sound designers and composers who provide content for the dozens of hardware variations. Developing audio for cell phones and other mobile platforms require thorough knowledge of available tools audio professionals use. This panel helps sort out the best ways to deliver your artistic vision while addressing the technical problems multiple mobile devices introduce.

Realtime Physically Based Sound Synthesis for Games
Price:$7.95

SKU#: GDC07-3853
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Description: This lecture focuses on using physically based principles to simulate realistic impact and rolling sounds of objects in a typical game environment in realtime. The approach described uses many perceptually based acceleration techniques, as a result of which it is capable of handling environments with up to a hundred sounding objects in realtime.

Advanced Audio Techniques for Racing Games: Creating Audio for Forza Motorsport2
Price:$7.95

SKU#: GDC07-3852
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Description: This lecture takes a focused look at the audio production process for the Xbox 360 racing-simulation game Forza Motorsport 2, and dissects the recording and implementation techniques used by the Forza2 Car & Track audio team.

The Art of Orchestration: Part Deux!
Price:$7.95

SKU#: GDC07-3851
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Description: This session provides an in-depth look at the art of orchestration, assisting videogame composers with the ability to transport their musical vision from the computer to a live orchestral recording session. This year's session includes composing and orchestrating on a hybrid orchestral/electronic score, followed by a presentation on how to make an orchestra sound electronic!

Scarface: Sound Design and Mixing Using a Post Production Audio Model
Price:$7.95

SKU#: GDC07-3850
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Description: SCARFACE used a unique model for its audio, combining conventional audio development from the beginning of the project and augmenting this with a movie-like post-production audio phase at Skywalker Sound. This lecture hopes to enlighten the audience about what we did and to think about this model as a way to move forward in the future of videogames audio development.


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