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Sound and Music as Narrative in Flower
Thatgamecompany's Flower was an ambitious and unconventional game that saw fruition through an equally unconventional development cycle. This session features a discussion from the composer and sound designer about the audio, covering how their process, source materials, implementation, and unique method of collaboration came together to convey a narrative without words. The dissection of Flower's audio will cover dynamic sound, scripting, sound creation, mixing, surround usage, stream management, interactive music design, and composition. These aspects will be highlighted alongside a demo of the game as attention is given to the unique challenges of working with an experimental developer with indie and academic roots.
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