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DEAD RISING 2: How Real-time Game Integrated Tools Saved the Audio Team
Price $3.95
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SKU GDC11-12121
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Description
DEAD RISING 2: How Real-time Game Integrated Tools Saved the Audio Team
SPEAKER/S: Jason Jarvis (Capcom Game Studio Vancouver) and Dieter Piltz (Capcom Game Studio Vancouver)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Programming / Lecture
DESCRIPTION: To achieve the requirements for DEAD RISING 2 it was necessary to integrate our tools with the game engine. This allowed us to carry out our work while interacting with the game in real-time. The goal was to improve our work flow so that we could design, implement, and mix our assets within their final context. During this session well cover some of the tool functionality we implemented. For mixing we went as far as implementing control surface support so our team could interact with the audio more intuitively. On DEAD RISING 2 this made a world of difference.

TAKEAWAY: - Our approach to hooking up sound within the game and how our tools fit within this process
- How simulation of game events can reduce dependencies allowing you to verify your work sooner
- Our approach to a dynamic mixing system
- How tactile control surfaces can make a huge difference to your work flow
INTENDED AUDIENCE: The primary audience will be audio developers and sound artists. Additionally, any discipline that would benefit from real time in game tuning might find the ideas presented as useful. Anyone who is stuck in the build, play and make notes, quit and make changes loop would certainly appreciate the material we are going to present.

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