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GDC Masterclass courses require a paid pass to attend. Class sizes are kept intentionally small and seats are limited to ensure every student receives one-on-one assistance from the instructor. Pass pricing per course varies, please review the passes and pricing page for more details and secure your spot today!
Megan Carnes (Composer & Game Designer, Freelance)
Pass Type: All Access Pass, Summits Pass, Audio Pass - Get your pass now!
Vault Recording: TBD
Audience Level: No
A lot of game music resources cover the basics of how interactive music works: horizontal and vertical composing, transition segments, stingers, etc. But knowing how these things work and actually putting them into practice are two very different things. In this talk, composer and music-centric game designer Megan Carnes will discuss what she learned on her journey of becoming a game composer from a film scoring and concert music background and share methods she uses to create music that is highly dynamic without sacrificing musicality. Using examples of music from the games she's worked on such as Divinuet, Dross, and inter-view, she'll demonstrate composition and implementation tips and tricks that have become staples in her work.
Attendees will come away with ideas of tools they can use when composing game music in order to make it both interactive and musical. They'll also learn to challenge ingrained assumptions on how music is "supposed to" be written when coming from a linear composition background.
This talk is geared toward both newer composers who know the basics of how interactive composing works and are looking to put it into practice and seasoned game composers who are looking for some extra tricks to add to their toolboxes. Knowledge of basic music theory is recommended.