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Mark Muraski (Audio Director, Tripwire Interactive)
Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!
Vault Recording: TBD
Audience Level: All
Managing the audio for dynamic and ever changing titles like 'Killing Floor 2' and 'Rising Storm 2: Vietnam' provides unique daily challenges from complete seasonal game re-skins to memory management to addressing community feedback. This session will take attendees through some of those challenges and how they have been addressed while maintaining end user experience and game stability on a live multi-platform product.
Learn about the processes of rapid iteration, performance stability, and simple solutions to large scale problems in a small independant studio environment. Real world game audio tips and tricks that have been forged in a collection of successful live franchises.
This talk will appeal to sound designers who look to bolster their technical implementation and resource management abilities (and friendships with programmers). This session is relevant to both senior and entry level sound designers interested in non-theoretical problem solving in game audio.