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.
Peter "pdx" Drescher (Audio Engineer, Twittering Machine)
Damian Kastbauer (Technical Sound Designer, ArenaNet)
Wilbert Roget II (Composer, Music Supervisor, RogetMusic, LLC)
Caron Weidner (Audio Director/Sound Designer, Eight Ball Sound)
Guy Whitmore (Composer/Sound Designer/Owner, Foxface Rabbitfish, LLC)
Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
Distinguished game audio professionals discuss the pros and cons of working as a full-time-with-benefits employee versus working as an independent contractor. Panelists have worked on numerous projects over many years in both corporate and freelance contexts, and will compare and contrast the strategies required to be successful in both.
Attendees will hear war stories from the game audio trenches, and learn how industry veterans manage projects in corporate versus freelance settings. They will gain a better understanding of how experienced audio professionals work in this ever-changing industry, which can help and inspire them in their own game audio careers.
Anyone interested in game audio development, in particular, those interested in enhancing their game audio careers. Some understanding of how audio for games is developed and implemented would be useful, though not necessarily required.