GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or 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.

Audio Summit: An Important Conversation About Conversations

Maize Wallin  (Audio Director, Ghost Pattern)

Tfer Newsome  (Supervising Dialogue Editor, Ghost Pattern)

Location: Room 3002, West Hall

Date: Tuesday, March 21

Time: 10:50 am - 11:50 am

Pass Type: All Access Pass, Summits Pass, Audio Pass

Topic: Audio

Format: Lecture

Vault Recording: Video

Audience Level: Intermediate

This presentation will explore the tech, "the talk," and the timelines of making the heartfelt narrative-driven interactive story Wayward Strand. Written over more than five years, the game contains a massive amount of voiceover—20,000 lines of interactive dialogue between characters, recorded by 14 actors, across four studios around the world, over the course of 30+ days.

Like the conversations in the game itself, the conversations around how to achieve this mammoth task were central to the success of bringing the game to life. The talk will cover four main areas; Team, Planning, Production (recording phase), and Post Production and Implementation—while illustrating the professional collaborative relationship that developed through demonstration.


Attendees will learn the story of Wayward Strands voiceover creation and how it went to the next level while creating a collaborative environment for everyone—while avoiding "crunch." The insights on how a little Australian four-person audio team handled the creation of a massive voice based narrative indie game with outstanding results, as well as the importance of empowering respectful collaboration between creatives with different audio perspectives. This team combined aspects of composing, sound design for games, and sound for film.

Intended Audience

This is for mid-to-large scale indies dealing with massive amounts of voiceover, proving it is possible to achieve excellent quality game dialogue for games—as well as audio specialists and tools programmers interested in tools and pipeline development for voiceover.