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'A Plague Tale' Audio Design: Not Only Squeaks

Aurelien Piters (Audio Director, Asobo Studio)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Audio Pass - Get your pass now!

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: All

Creating an impactful soundscape for a game is a real challenge. How about an Audio that will not only serve the story but bring it up to the next level. With all the constraints linked to a small development team with a small budget taken into account, A Plague Tale: Innocence's Audio Director discusses his approach to Sound Design in order to offer a memorable and immersive experience.

How to strengthen a scene? How to support gameplay? How to help a player to focus or to understand a level? Overall, how to give a game that thing that makes it special?

Takeaway

Aurélien Piters explains how Audio can strenghten a game and its story. He discusses issues such as how to do music and audio storytelling, how to achieve a good balance between SFX, music and voice acting and how to actually set it up using Wwise.

Intended Audience

This presentation will sure be useful to Sound Designers who work on stealth or narrative games, composers who want to understand how an interactive soundtrack work, narrative designers who are curious to discover new ways to tell their story and producers who are interested into knowing how a smaller audio team works.