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)


Storefront > GDC Vault Store - Audio Recordings > GDC 2011


View larger image
 


QTY:

Interactive Music Scoring Methods for MASS EFFECT 2
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC11-12358
Statistics
Description
Interactive Music Scoring Methods for MASS EFFECT 2
SPEAKER/S: Jack Wall (Wall of Sound, Inc.) and Brian DiDomenico (Wall of Sound)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Making music for video games involves more than simply composing and producing great music. It has to follow the story and the action in a way where it's not in the way. The award-winning music from the 2nd installment of the groundbreaking MASS EFFECT series was conceived and composed with interactivity in mind from the music design phase to the final note written for the game. This session explores the design, development and implementation of the interactive score as well as the pitfalls and successes in doing so. With over 750 unique assets, particular focus is paid to communicating as a team and asset management.

TAKEAWAY: Audience members will leave understanding:
- Music production pathway demonstrated from spotting sessions to fully implemented music levels delivered.
- Knowledge of how the ME2 music team created and developed its approach to scoring the game interactively (or who did what?);
- Working with WWise;
- Demonstration of asset management methods using an online database with password access for select team members; as well as the Wall of Sound teams internal use of Dropbox.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.