Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Kristian Rømer (Sound Designer, IO Interactive)
Pass Type: All Access Pass, Summits Pass, Audio Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
This session will explore how systemic changes and dynamic mixing allowed us to reuse the content in the Hitman trilogy for our VR adaptation without recreating the entire soundscape. For players to be immersed in any virtual space, the experience needs to provide believable auditory feedback – but what are the key differences between 3rd person perspective and VR? This session will highlight changes and additions to the audio system and sound design needed for a game to conform to the boundaries of VR. Using the Hitman trilogy as a case study to showcase potential pitfalls, elements that can break player immersion, choices that may negative effects on the auditory experience. This talk centers on challenges we faced in our auditory adaptation and strives to inspire how you can port an existing soundscape to VR.
Porting a game to VR is an opportunity to explore and challenge best practices for game audio. Using our adaptation as a case study, this talk will show a fresh perspective and analysis, that aims to inform your approach to game audio, both for VR and flat-screen gameplay.
This talk is targeted at game developers with interests in game audio and/or how a games audio can be ported to VR. Basic knowledge of game audio is needed, but the session is designed to be understandable for non-audio professionals as well.