GDC + VRDC 2019 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 GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Audio Bootcamp XVIII: Theatrical Interactivity in Video Game Music

John Robert Matz (Composer, Independent)

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

Topic: Audio

Format: Tutorial

Tutorials: Audio Bootcamp XVIII

Vault Recording: Video

This is a joint session consisting of two 30-minute lectures, "Theatrical Interactivity in Video Game Music" and "Good, Fast Audio Implementation for 3D Games and VR".

Theatrical Interactivity in Video Game Music
John Robert Matz (Composer, Independent)
Modern video game scores have advanced far beyond simple loops. A skilled composer can write music for any scenario the player might encounter, and current technology allows for astounding levels of control and elegant, musical transitions and interactivity between game and score. In this talk, John will examine multiple techniques for crafting reactive scores, from strategic decisions on overall structure, to the use of middleware, to compositional choices that can increase flexibility while reducing player ear-fatigue and enhance emotional, dramatic impact.

Good, Fast Audio Implementation for 3D Games and VR
Emily Ridgway (Composer, Valve Software)
This session outlines techniques to achieve immersive audio coverage in your 3D game or VR project quickly and to a high level of quality. Emily will cover both basic and detailed implementation strategies that allow sound designers and non-sound designers to scale audio quality according to their constraints. Examples will be demonstrated in Unity.


Theatrical Interactivity in Video Game Music
John Robert Matz (Composer, Independent)
Attendees will leave with a solid overview of interactive/reactive scoring techniques, an understanding of how game loop and design affects musical design, and a variety of examples of different implementation techniques to help them both understand how interactive music systems work in the wild, and inspire them on future projects.

Good, fast audio implementation for 3D games and VR
Emily Ridgway (Composer, Valve Software)
Practical techniques for implementing a baseline 3D audio coverage. Insights into advanced audio integration for more detailed 3D and VR experiences. Scale-able implementation tips for music, voice, atmosphere, player abilities and UI.

Intended Audience

This talk is targeted towards composers with minimal to modest experience in interactive scoring who are interested in broadening their understanding of the structure, options available to them via middleware, and compositional techniques used to facilitate highly effective interactive scores.