An in-depth look at the audio design, music and implementation of Garden Life. We will focus primarily on FMOD and the semi-random music system implemented in Unreal 5; the sound portal system for creating immersive, realistic, and comfortable ambient sound transitions; and other common implementation challenges that arise during development.
Access the presentation here
↑ Return to overview
A beginner’s talk that explores the basics of how visual scripting can help game sound designers be more creative and overcome any fears that may exist in this area of technical implementation. I’ll focus on practical examples in UE5 with Blueprints and Metasounds, and draw other demos.
↑ Return to overview
Anne-Marie, Erin and Dan have experience producing audio in virtually every different media format. We’ll discuss workflow differences between different media designs, as well as general audio design discussions and current trends in the industry.
↑ Return to overview
A follow-up conversation to Confessions of an Audio “Pro” at AirCon23. Rose will be twice as remorseful and half as professional.
↑ Return to overview
Katie discusses all the different things to consider when creating a job application for a games audio role, especially a junior role or intern.
↑ Return to overview
Lewis spoke with three other junior sound designers about how they recently landed their first positions in game audio.
↑ Return to overview
Combining educational creativity with professional attributes and skills for career success is not only a task for higher education institutions, but also a common goal for current and future students. In this talk I want to discuss how this can be achieved in game audio education.
↑ Return to overview
Rob will talk about their process of creating a complete OST for a healthy mobile MMO, from concept to mastering. This talk will cover topics, themes, melodies, target audiences, design pillars, trends, everything – full of examples!
Access the presentation here
↑ Return to overview
Lewis will discuss the pitfalls of job hunting and discuss how to motivate yourself to apply, create, and provide a positive boost to those looking for work.
↑ Return to overview
Now popular in Sound Effects – Article continues below:
BONUS: You might also be interested in these libraries: “sources=”default_product” layout=”horizontal” max_suggest=”5″ id=”isp-lated-widget-1″>
Game development never goes according to plan. Tools break, information is lost, deadlines change, and there are bugs, lots of bugs. In this talk, you’ll gain the skills to not only solve problems with confidence, but also to prevent and change your mindset about them.
Access the presentation here
↑ Return to overview
This session includes details of preparation, adventure, and reflection for a Hogwarts Legacy field recording trip in April 2022.
↑ Return to overview
David talks about how haptics can be used to complement game audio, and how it can become part of the audio production pipeline, rather than being left to programmers to implement on their own. Haptics can provide richer vibration and tactile feedback than we currently see in typical games.
↑ Return to overview
The Quiet Things is the first game from independent studio Silver Script Games, founded by Alyx Jones, who had experience primarily in game audio before starting her own studio. This talk will cover making an indie game and dive into dialogue, sound design, and music.
↑ Return to overview
“Level with Emily Reese” live! Emily talks to composer Maclaine Diemer about his game music, whether it’s writing and producing the music himself in the studio (as he did for Cyan Worlds’ Firmament) or composing the bulk of it for Guild Wars Orchestral score. We’ll also discuss the music he composed for Crucible, Amazon’s free-to-play shooter.
↑ Return to overview
Have you ever had a burning question about Wwise but didn’t know who to ask? Software Product Manager Damian Kastbauer hosted this informal Q&A to give the community an opportunity to ask questions about Wwise. All questions raised will be addressed, but will they be answered? Come and check it out!
↑ Return to overview
A discussion on sound design best practices: Consider the layers of sound and the frequencies of each layer so that they complement each other when mixing.
↑ Return to overview
Matthew talks about delving into the weirder side of audio and getting the most personality out of the weirdest sources.
↑ Return to overview
Marta will show how to connect Max/MSP and UE5 to exchange data back and forth by setting up the OSC server and client, how to drive the particle system in UE from Max, and how to send the player position to Max to drive the granulator.
We don’t have time to build everything from scratch, so if you want to continue, download the project files here: https://github.com/NoOne511/UE5-MaxMSP-OSC-comm
Also, make sure these libraries are installed in Max/MSP:
Spat 5 comes from the IRCAM forum website, log in and download: https://forum.ircam.fr/projects/detail/spat/
From the Max/MSP Package Manager:
–odot by CNMAT
– Max’s MuBu
–catart-mub
↑ Return to overview
Jon talks about transitioning to Reaper for making music, how to set up projects, and tips on improving the MIDI editing tools out of the box.
Access the presentation here
↑ Return to overview
Please share this: