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 2007


View larger image
 


QTY:

Managing Audio in 3rd Party Development
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-3861
Statistics
Description

Managing Audio in 3rd Party Development

Speakers: Alexander Brandon

Track: Audio

Format: Lecture

Experience Level: Intermediate

Description: Internal development allows an audio staff to develop and evolve with the same team(s) through time. When managing a third-party developer an audio staff encounters new paradigms constantly and is forced to rethink its approach to audio implementation for a variety of titles. One project may be with a developer that has its own audio staff, another project may have no audio staff at all. Some projects use designers to implement audio, others use programmers. How to make sense of it all?

This lecture illustrates the value of a core internal team managing external resources, the importance of multiple approaches to communication, the cost effectiveness of outsourcing in conjunction with third party teams, and the challenges one can expect in comparison with internal development at a large publisher. The lecture includea audio samples from various past projects and a qualitative comparison with these projects against each other as well as other publishers.

Idea Takeaway: Anyone at a company dealing with external audio development benefit from this lecture. It provides solid understanding of a good process to drive goals and information in the right way for a variety of teams and a way to challenge any kind of assumption about audio.

Intended Audience: The intended audience for this presentation are producers, project leads, studio heads, and audio staff at all levels.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.