GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Creating Console Quality Audio on Mobile: 'Club Penguin Island'


Toby Hulse (Sr. Sound Designer, The Walt Disney Company)

David Fairfield (Sr. Audio Coordinator, The Walt Disney Company)

Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: All

From large open world environments, social chat, and player customization, to diverse, single player quests, 'Club Penguin Island' is a diverse live operation mobile game. The audio is equally diverse with lush ambience, detailed SFX coverage, jammable music stages, robot DJ music, dynamic scored music for quests and invigorating voice-over. How did Disney pack all of this into a mobile game while maintaining a lean memory footprint and a high-quality bar? The audio team will discuss design, workflows, and implementation using Unity and Fabric.


Attendees will learn how to maximize quality on a mobile game while retaining a small footprint., various approaches in music implementation and why to choose them, and the pros and cons of working with Fabric and Unity.

Intended Audience

This talk is intended for game audio enthusiasts. It is geared towards audio professionals working in the industry and students who are just getting started in the game audio field. Some knowledge of basic game audio approaches and terminology would be helpful, but not required.