Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

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)


GDC 2010 Category

This category contains 291 products and 0 subcategories.

Sort By: with per page

226 - 250 of 291 results Results | 25 results per page

(English Version) FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Triggering System
Price:$3.95

SKU#: GDC10-10283-E
Add to Cart
More Info
Description: FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Triggering System
Speaker: Yoshinori Tsuchida (Technical Director & Audio Programmer, Square Enix), Tomohiro Yajima (Sound Director & Sound Designer, Square Enix)
Date/Time: Thursday (March 11, 2010) 9:00am — 10:00am
Location (room): Room 135, North Hall
Track: Audio
Secondary Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
This presentation will give an overview of FINAL FANTASY XIII's character motion-controlled automatic sound triggering system. New techniques will be introduced for creating sound effects that automatically trigger in response to the angles and velocities of characters as well as collision detection algorithms assigned to every terrain in the game environment. The automatic sound triggering system excels at calculating physics and creating real-time responses to player input. By introducing this system, Square Enix was able to minimize the time-consuming process of manual sound design and considerably cut costs. Examples from FINAL FANTASY XIII will be shown to demonstrate the script-controlled audio system and other practical sound design solutions developed over the course of the project.


(Japanese Version) Lost Planet 2: Bridging the Gap Between Developer and Contractor
Price:$3.95

SKU#: GDC10-10280-J
Add to Cart
More Info
Description: Lost Planet 2: Bridging the Gap Between Developer and Contractor
Speaker: Peter Zinda (Sound Supervisor, Soundelux DMG), Tomoya Kishi (Audio Director, Capcom)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 135, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
Audio director Tomoya Kishi and supervising sound designer Peter Zinda will discuss the sound design work flow on Lost Planet 2, which represented a major shift for the long time collaborators. The lecture will concentrate on how Capcom involved sound designers in the audio implementation process, as well as technology used to enable long distance collaboration. Topics covered will include Capcom's Frameworks 2.0 engine, in game mixing, dynamic range, video conferencing, and Source Connect. Advantages over the traditional models of outsourcing sound design will be explored.


(English Version) Lost Planet 2: Bridging the Gap Between Developer and Contractor
Price:$3.95

SKU#: GDC10-10280
Add to Cart
More Info
Description: Lost Planet 2: Bridging the Gap Between Developer and Contractor
Speaker: Peter Zinda (Sound Supervisor, Soundelux DMG), Tomoya Kishi (Audio Director, Capcom)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 135, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
Audio director Tomoya Kishi and supervising sound designer Peter Zinda will discuss the sound design work flow on Lost Planet 2, which represented a major shift for the long time collaborators. The lecture will concentrate on how Capcom involved sound designers in the audio implementation process, as well as technology used to enable long distance collaboration. Topics covered will include Capcom's Frameworks 2.0 engine, in game mixing, dynamic range, video conferencing, and Source Connect. Advantages over the traditional models of outsourcing sound design will be explored.


AI Architecture Mashups: Insights into Intertwined Architectures
Price:$3.95

SKU#: GDC10-10276
Add to Cart
More Info
Description: AI Architecture Mashups: Insights into Intertwined Architectures
Speaker: Steve Rabin (Principal Software Engineer, Nintendo of America), Kevin Dill (Software Engineer, Lockheed Martin), Brian Schwab (Senior AI/Gameplay Engineer, Blizzard Entertainment)
Date/Time: Wednesday (March 10, 2010) 3:00pm — 4:00pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Lecture

Session Description
AI programmers rarely use a pure architecture such as a State Machine, Planner, or Behavior Tree in isolation. Rather, several symbiotic architectures are mashed together, resulting in an overall architecture that is unique and powerful in its own way. This lecture is designed as a series of three mini-lectures where you will hear about several mashed up AI architectures along with intriguing lessons and insights.


Rock Band Network: Postmortem
Price:$3.95

SKU#: GDC10-10988
Add to Cart
More Info
Description: Rock Band Network: Postmortem
Speaker: Matthew Nordhaus (Senior Producer: Design, Harmonix Music Systems), Caleb Epps (Senior Sound Designer, Harmonix Music Systems)
Date/Time: Saturday (March 13, 2010) 3:00pm — 4:00pm
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: All


Adaptive Music: The Secret Lies Within Music Itself
Price:$3.95

SKU#: GDC10-10714
Add to Cart
More Info
Description: Adaptive Music: The Secret Lies Within Music Itself
Speaker: Clint Bajakian (Senior Music Supervisor, Sony Computer Entertainment Amer)
Date/Time: Saturday (March 13, 2010) 1:30pm — 2:30pm
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
Adaptive music is often discussed in terms of how it is accomplished using adaptive authoring tools, scripting and audio technology. This is helpful, but comparatively little has been discussed about music itself and how its structure can be leveraged to yield best practices in adaptive music authoring. In this lecture, music will be examined for its textural components, such as melody, harmony, rhythm and form, to expose how these elements can be manipulated to optimize musical integrity in adaptive soundtracks.


New and Innovative Cost Cutting Strategies for Video Game Music
Price:$3.95

SKU#: GDC10-10844
Add to Cart
More Info
Description: New and Innovative Cost Cutting Strategies for Video Game Music
Speaker: Ross deRoche (Score Supervisor, deRoche Music Inc.), Jeff Essex (Creative Director, Audiosyncrasy), Kane Minkus (Co-Founder, Soma Tone Interactive Audio)
Date/Time: Saturday (March 13, 2010) 10:30am — 11:30am
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: All

Session Description
This panel discussion is designed to educate the game audio team on cost cutting strategies, while implementing score supervision, budgeting, orchestra contracting, music preparation, and music team managing in the production of a video game orchestral score. Music Team Managing-assembling and getting acquainted with your post production audio team. How to budget wisely for the entire recording process, while balancing the very challenging post production schedule. How to organize and prepare extremely efficient recording sessions for live musicians and vocalists. Exploring and discussing the blending of midi sequences with live orchestral mixes, and how this will impact the overall music budget. How to prepare the musical score in such a way that will streamline the recording process, while implementing the midi sequences and pre-recorded elements. How to best choose and communicate with the various members of your audio team.


Character Voices: Conceptualization, Casting, Recording, and the Cultural Reference Point
Price:$3.95

SKU#: GDC10-10281
Add to Cart
More Info
Description: Character Voices: Conceptualization, Casting, Recording, and the Cultural Reference Point
Speaker: Zach Hanks (Creative Director, SOUNDAWG)
Date/Time: Saturday (March 13, 2010) 9:00am — 10:00am
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: All

Session Description
Most problems with a game's voice acting are created before any recording happens. The pitfalls are dug during conceptualization, casting, and session preparation. This seminar will reveal both the requirements and traps of crafting a vocal palette.


GANG Demo Derby - Sound Design
Price:$3.95

SKU#: GDC10-10355
Add to Cart
More Info
Description: GANG Demo Derby - Sound Design
Speaker: Paul Lipson (President, Game Audio Network Guild), Gene Semel (Senior Manager, Sound Group, Sony Computer Entertainment America), Scott Gershin (Founder & Creative Director, Soundelux Design Music Group), Tim Larkin (Sound Designer, Valve Software), Tom Hays (Director, Audio Services, Technicolor Interactive)
Date/Time: Saturday (March 13, 2010) 1:30pm — 3:30pm
Location (room): Room 112, North Hall
Track: Audio
Format: Two-hour Panel
Experience Level: All

Session Description
The GANG Demo Derby is a longstanding tradition at GDC, and has been a cornerstone event for new and emerging audio professionals. GDC has a strong audio track tradition, making the Demo Derby series- one of the highest rated audio panels year over year - a perfect fit for inclusion in the 2010 program.


Sound and Music as Narrative in Flower
Price:$3.95

SKU#: GDC10-10595
Add to Cart
More Info
Description: Sound and Music as Narrative in Flower
Speaker: Steve Johnson (Sound Designer, Sony Computer Entertainment America), Vincent Diamante (composer, contractor)
Date/Time: Saturday (March 13, 2010) 10:30am — 11:30am
Location (room): Room 112, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: All

Session Description
Thatgamecompany's Flower was an ambitious and unconventional game that saw fruition through an equally unconventional development cycle. This session features a discussion from the composer and sound designer about the audio, covering how their process, source materials, implementation, and unique method of collaboration came together to convey a narrative without words. The dissection of Flower's audio will cover dynamic sound, scripting, sound creation, mixing, surround usage, stream management, interactive music design, and composition. These aspects will be highlighted alongside a demo of the game as attention is given to the unique challenges of working with an experimental developer with indie and academic roots.


I Want Music in My Apps, Widgets and Viral Videos! Pushing the Boundaries of Music Licensing
Price:$3.95

SKU#: GDC10-10284
Add to Cart
More Info
Description: I Want Music in My Apps, Widgets and Viral Videos! Pushing the Boundaries of Music Licensing
Speaker: Brooke Wentz (Owner/Music Supervisor, The Rights Workshop), Tim O'Brien (Head of Business Development, Tapulous), Andrew Lee (JamLegend), Anthony Castoro (CEO, Heatwave Interactive), Larry Goldberg (Tunewiki)
Date/Time: Saturday (March 13, 2010) 9:00am — 10:00am
Location (room): Room 112, North Hall
Track: Audio
Secondary Track: Business and Management
Format: 60-minute Panel
Experience Level: All

Session Description
In the era of apps, widgets, streaming sites, viral videos and mashups, developers are making music a prominent feature of the game environment and pushing the boundaries of music licensing. This panel opens the floor to music executives at game development companies who are finding new and unconventional ways to incorporate music into games. These speakers will address the special challenges they have overcome in order to bring their games to commercial release. These games include DJ Hero (rhythm-based music game), Tapulous (iPhone app), Saint's Row (console game), Audition (dance game) and JamPlay (Karaoke app).


Animation Process of God of War III
Price:$3.95

SKU#: GDC10-10800
Add to Cart
More Info
Description: Animation Process of God of War III
Speaker: Bruno Velazquez (Lead Animator, Sony Santa Monica)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 132, North Hall
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All

Session Description
The main purpose of the presentation is to talk about some of the animation process of God of War III. This will be covered by addressing some of the following points and providing examples:

- Animating Characters from the concept phase:
A discussion of the animation process of a character form the concept phase to the in-game phase.
- Creating exciting Contact Sensitive moves:
A talk about some of the techniques used to create these elaborate sequences.
- Kratos:
This section would be about the challenges of keeping the character consistent.
- The Balance between Gameplay and Animation:
A presentation of the importance of balance between gameplay and animation.


Square Pegs Round Holes, Integrating a Writer Into Your Team
Price:$3.95

SKU#: GDC10-10309
Add to Cart
More Info
Description: Square Pegs Round Holes, Integrating a Writer Into Your Team
Speaker: Marianne Krawcyzk (Writer, Monkeyshines Entertainment), Susan O'Connor (Game Writer, Susan O'Connor Writing Studio)
Date/Time: Friday (March 12, 2010) 3:00pm — 4:00pm
Location (room): Room 132, North Hall
Track: Production
Secondary Track: Game Design
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
In this session the Susan O'Connor (Far Cry-2) and Marianne Krawczyk (God of War) present an overview of some of the common pitfalls when trying to incorporate a story into the game development process. Susan and Marianne will share personal stories of what works, what doesn�t and what to avoid at all costs. They will further discuss how the writing process, especially when integrated as early as possible, can seamlessly dovetail into the development process and help to create memorable gameplay moments and meaningful stories.


What Color Is Your Hero?
Price:$3.95

SKU#: GDC10-10792
Add to Cart
More Info
Description: What Color Is Your Hero?
Speaker: Jamin Brophy-Warren (Writer & Founder, Kill Screen magazine), Mia Consalvo (Visiting Associate Professor, MIT), Leigh Alexander (News Director, Gamasutra, Gamasutra.com), Manveer Heir (Lead Designer, Raven Software)
Date/Time: Friday (March 12, 2010) 1:30pm — 2:30pm
Location (room): Room 132, North Hall
Track: Game Design
Format: 60-minute Panel
Experience Level: All

Session Description
While video games are increasingly more reflective of our own culture, they have lagged behind in some areas, most notably race. This session focuses on the subject of race and diversity in games and how to utilize it to not only create more cultural relevancy for the medium, but also create higher quality games. Panelists will discuss topics such as how to improve our in-game racial diversity, marketing and financial reasons this may be prudent, the role of workplace diversity in driving in-game diversity, and steps developers can take to improve how games deal with the subject matter of race.


Game Audio Network Guild Annual Town Hall Meeting
Price:$3.95

SKU#: GDC10-10711
Add to Cart
More Info
Description: Game Audio Network Guild Annual Town Hall Meeting
Speaker: Speaker N/A
Date/Time: Friday (March 12, 2010) 12:00pm — 1:00pm
Location (room): Room 132, North Hall
Track: Audio
Format: Special Event
Experience Level: All

Session Description
We will outline the past years events, and accomplishments and also cover the latest pro-branch developments. We will then turn the discussion over to attendees and hear what they have to say about the future focus of the Guild and game audio in general. This is your forum to be heard, ask questions, get involved and offer your ideas!


Technical Art Techniques: Character Rigging and Technical Animation
Price:$3.95

SKU#: GDC10-10723
Add to Cart
More Info
Description: Technical Art Techniques: Character Rigging and Technical Animation
Speaker: Seth Gibson (Technical Artist, 343 Industries), Ben Cloward (Senior Technical Artist, Bioware), Tim Borrelli (Principal Technical Animator, Volition, Inc)
Date/Time: Friday (March 12, 2010) 9:00am — 10:00am
Location (room): Room 132, North Hall
Track: Visual Arts
Secondary Track: Production
Format: 60-minute Panel
Experience Level: Intermediate

Session Description
Over the past few years, game art has become more complex and animation is no exception. While some might argue that animation hasn't advanced as far or as fast as rendering, this is all changing as the industry turns its focus towards achieving realistic, believable character performance. In addition to the advanced paradigms used to render objects environments, such as normal maps and other per-pixel lighting and shading techniques, today's game characters require advanced animation techniques, including shader based deformation, procedurally generated animation, and blendshapes, to name a few. As such, character rigging has evolved beyond simple ik handles, driven keys, and control shapes. Today's Character TD must have a much broader knowledge base and a much more technically oriented skillset to provide artists the tools and pipelines required to allow rapid iteration despite the massive amounts of data required by modern characters.


PR 101 for Developers
Price:$3.95

SKU#: GDC10-10622
Add to Cart
More Info
Description: PR 101 for Developers
Speaker: Tyrone Rodriguez (Producer, Nicalis, Inc.)
Date/Time: Friday (March 12, 2010) 3:00pm — 4:00pm
Location (room): Room 125, North Hall
Track: Business and Management
Format: 60-minute Lecture
Experience Level: All

Session Description
PR 101 for Developers presents attendees with an overview of the basics of game and studio promotion through proven tactics and strategies. The lecture consists of an initial intro and education, in plain English, breaking down important details on PR and what it means to game developers. After touching on some of the options available, such as direct and viral PR, external agencies, the lecture will break into a PR Post Mortem on Cave Story for Wii�what went right and what went wrong. Ultimately, lecture attendees will be presented with options and methods in which to create their own promotions.


The Old Republic's Object Model Pipeline
Price:$3.95

SKU#: GDC10-10343
Add to Cart
More Info
Description: The Old Republic's Object Model Pipeline
Speaker: Robert Galanakis (Technical Artist, Bioware Austin)
Date/Time: Friday (March 12, 2010) 1:30pm — 2:30pm
Location (room): Room 125, North Hall
Track: Visual Arts
Secondary Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
Most production pipelines suffer from too much diversity and rapidly changing needs. The techniques of yesterday have not scaled with the needs of tomorrow's games. The Object Model Pipeline is a pipeline simple enough to drop in anywhere, and flexible enough to withstand the changes of the current and next generation.

This presentation will explain the Object Model Pipeline in use at BioWare Austin on Star Wars: The Old Republic. It will focus on abstract key concepts, explain with examples the implementation of those concepts, and provide ideas and suggestions for how to use them in any studio's pipeline.


Environmental Narrative: Your World is Your Story
Price:$3.95

SKU#: GDC10-10325
Add to Cart
More Info
Description: Environmental Narrative: Your World is Your Story
Speaker: Richard Rouse III (Narrative Director, Ubisoft Montreal)
Date/Time: Friday (March 12, 2010) 9:00am — 10:00am
Location (room): Room 125, North Hall
Track: Game Design
Secondary Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All

Session Description
In most story-driven games, players spend far more of their time moving through the world than they do watching cut-scenes or other scripted sequences. Thus, if developers want their games to be rich, consistent storytelling experiences, they need to put the story into the world itself, creating an environmental narrative. This talk teaches several techniques that can be used to make your world tell the story that you want. These will be illustrated with examples from games that have had strong environmental narratives, including specific case studies from the speakers' own haunted prison horror game The Suffering.


Composer Challenge GDC 2010
Price:$3.95

SKU#: GDC10-10282
Add to Cart
More Info
Description: Composer Challenge GDC 2010
Speaker: Lennie Moore (3l33t Music), Mick Gordon (Composer, Game Audio Australia), Jeff Ball (Musician, jeffballmusic.com), Igor Nemirovsky, Jan-Soeren Haas, Joe Thwaites
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 124, North Hall
Track: Audio
Secondary Track: Production
Format: 60-minute Panel
Experience Level: All

Session Description
Panel moderator Lennie Moore presents the GDC 2010 Composer Challenge, where last year's champion, Mick Gordon, takes on three new challengers of experienced and emerging videogame composers to see who can create the most interesting music under a difficult design challenge.


An Adaptive, Generative Music System for Games
Price:$3.95

SKU#: GDC10-10594
Add to Cart
More Info
Description: An Adaptive, Generative Music System for Games
Speaker: Kurt Larson (Audio Manager, Nihilistic Software), Jim Hedges (Freelance Composer/Sound Designer), Christopher Mayer (Independent Contractor)
Date/Time: Friday (March 12, 2010) 3:00pm — 4:00pm
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Panel
Experience Level: All

Session Description
Linear-media music is strained well past the breaking point in Massively-Multiplayer applications. This is a presentation of one viable alternative: the Adaptive Generative Music System (AGMS) developed by Chris Mayer and Kurt Larson. The programming approach, the musical goals, and the experience of the composers using the system are all covered. The live demonstration is given by the programmer who built the system and the composer's tool, the audio director who envisioned the system, and one of the composers who used it to create music.


Where It All Began: Lessons That Can Be Learned From 'First Generation' Music
Price:$3.95

SKU#: GDC10-10288
Add to Cart
More Info
Description: Where It All Began: Lessons That Can Be Learned From 'First Generation' Music
Speaker: Rod Abernethy (Composer, Rednote Audio), Alexander Brandon (Creative Director, Heatwave Interactive), Brian Schmidt (President, Brian Schmidt Studios, LLC), Brad Fuller (Partner, Sonaural LLC), Tommy Tallarico (President, Tommy Tallarico Studios)
Date/Time: Friday (March 12, 2010) 1:30pm — 2:30pm
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Panel
Experience Level: All

Session Description
Not just a walk down memory lane, this panel will explore how the music of first generation 8-bit games was created and what makes it so well loved by gamers of all ages. What makes those old 8-bit tunes still so endearing, instantly recognizable and still fun to listen to? We will explore the glory days of game music, how it was created under unbelievable technical restrictions compared to today's production standards. We'll also explore how the modern day composer and audio director can use many of the same concepts and techniques used in first generation in today's music.


Materials vs. Audio: Object Interaction Sound Design in Halo
Price:$3.95

SKU#: GDC10-10290
Add to Cart
More Info
Description: Materials vs. Audio: Object Interaction Sound Design in Halo
Speaker: Jay Weinland (Audio Lead, Bungie Studios)
Date/Time: Friday (March 12, 2010) 9:35am — 10:00am
Location (room): Room 124, North Hall
Track: Audio
Format: 25-minute Lecture
Experience Level: Intermediate

Session Description
This session will dissect the manner in which the Halo Audio team implements the sound design in Halo as it relates to objects interacting with the environment. From footsteps, to vehicle crashes, to shell casings falling in water I will cover our method of implementation and how we keep our heads from exploding when approaching this huge undertaking.


Take that! Finding, Trapping and Taming Exertion Sounds: A Vocal Work-out
Price:$3.95

SKU#: GDC10-10286
Add to Cart
More Info
Description: Take that! Finding, Trapping and Taming Exertion Sounds: A Vocal Work-out
Speaker: DB Cooper (Voice Actor, DB-Cooper.com)
Date/Time: Friday (March 12, 2010) 9:00am — 9:25am
Location (room): Room 124, North Hall
Track: Audio
Format: 25-minute Lecture
Experience Level: All

Session Description
A great story is likely to have an arc that requires your voice actors to exercise a broad range of vocalizing and, while the actors you hire should be able to skillfully deliver all manner of intensities, emotions and objectives, the business of shouting can be daunting, get boring, or wear their voices out.

The barks and character sets can be the most trying parts of a voice session. Not all actors are equipped to create brilliant exertion sounds. When YOU know how these sounds are made, it's easier to get what you need from your actor.


Too Darn Loud: Developing Sensible Reference Level Standards
Price:$3.95

SKU#: GDC10-11041
Add to Cart
More Info
Description: Too Darn Loud: Developing Sensible Reference Level Standards
Speaker: Charles Deenen (Sr. Audio Director, Electronic Arts), Tom Hays (Director, Audio Services, Technicolor Interactive), Ken Felton (Sound Design Manager, SCEA), Scott Gershin (Founder & Creative Director, Soundelux Design Music Group), Don Veca (Audio Director, Sledgehammer Games/Activision), Mark Yeend (Microsoft)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 112, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: All

Session Description
Particularly in environments where the mix is dynamic and constantly changing, a continuing challenge for game developers is devising (and abiding by) guidelines for appropriate playback levels. While the ever-loudening, highly dynamic-range compressed strategies of the music industry may be appropriate in that world, games can use multiple alternate techniques to 'feel' louder and maintain a wide dynamic range without forcing the player to scramble for their remote.

This panel will cover the findings of an ongoing multi-platform, multi-studio conversation about what such a set of guidelines would look like, and how we can apply these.



1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12

Please leave this field blank.