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This lecture will cover the considerations that need to be made when scoring an Early Access title. Namely, how to deal with "audience temp love" and "gamer nostalgia", but also having to be particularly fluid and adaptable due to the nature of "open" development that occurs on these titles. Using the game 'ARK Survival Evolved' as a case study, which had a large early access audience of over 5 million people after the first year, these issues will be covered and evaluated, using soundtrack examples from the game as well as personal anecdotes. The lecture will also cover how to deal with the community, who ultimately are paying customers but also beta-testers and how to take into account their feedback versus your own considerations and that of your dev team.
Attendees will learn how to deal with the unique issues that crop up when scoring Early Access titles. Using a real-world case study in the form of 'ARK Survival Evolved', the lessons learned and their solutions will be presented so that attendees can apply them to their own projects.
Due to the relative novelty of early-access scoring, composers of all levels are encouraged to attend this talk. Composers new to the industry will particularly benefit as the likelihood is higher they'll work on an early access title. Prerequisite knowledge encouraged but not required.