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 pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.

Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:

  • In-Person: offered on-site, not available within the virtual platform. Check the session’s listing to see if it will be recorded for GDC Vault after the conference.
  • Virtual: offered in the virtual platform at its scheduled time.
  • In-Person/Virtual: offered onsite and the recording will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT
  • In-Person/Virtual Livestream: offered on-site and will be livestreamed to watch on the virtual platform at its scheduled time. The recording of the video will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT.

All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.

Audio Summit: Game Composer's Toolbox: Interactive Music Composition Tips & Tricks

Megan Carnes  (Composer & Game Designer, Freelance)

Location: Room 3002, West Hall

Date: Tuesday, March 22

Time: 4:40 pm - 5:40 pm

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

Topic: Audio

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

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.

Intended Audience

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.