Game Audio professionals Steve Horowitz and Scott Looney chart a path thru the evolving playing field of sound for games. The session is comprised of a 2 hour presentation and a 45 minute panel discussion highlighting both the business and technical challenges in the new game audio marketplace.
An overview of game audio workflows and integration, defining interactive and generative audio, preparing music and audio for games.
Non-linear audio paradigm inside FMOD Designer, the FMOD interface, connecting parameter values to game states, value randomization, intensity levels, asset management and naming conventions.
A look inside Unity 3D, its interface and the file structure it utilizes. How textures, materials, sounds, prefabs and scenes operate within a game engine. The importance of understanding scripting and programming as a composer.
Changes in the gaming world and the Gamification of culture. Panel discussion with additional speakers Richard Warp (LeapFrog) and Jim Hedges (Zynga).
Continuation of the Panel discussion on the complexities of working as a sound designer, composer and/or audio director. Insight in Web Audio API and the future of game audio on the web, Q&A with the panelists.