Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations.
10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group)
10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio)
11-11:15am - Break
11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment)
12:15-1:45pm - Lunchtime surgeries
1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation)
2:45-3pm - Break
3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America)
4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab)
4:30-4:45pm - Break
4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe)
5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)