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Benefits of a Customized Reaper Pipeline for Dialogue at Naughty Dog

Julius Kukla  (Dialogue Coordinator, Naughty Dog)

Thomas Barrett  (Dialogue Coordinator, Naughty Dog)

Grayson Stone  (Senior Dialogue Coordinator, Naughty Dog)

Location: Room 3004, West Hall

Date: Thursday, March 24

Time: 11:30 am - 12:30 pm

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

Topic: Audio, Production & Team Management

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

Interested in increasing your pipeline efficiency? Want to learn a new DAW? In this talk, you will learn the various benefits we had when switching to Reaper for The Last of Us Part II, as well as why it became the DAW of choice for the Dialogue team at Naughty Dog. By delving into different aspects of the team's pipeline, we will display some of the custom tools made for Reaper that have shaved days off of session editing time, as well as discuss our need for each tool in the first place. By the end of this talk you will have enough reason to switch to Reaper for your own pipeline, whether you are part of a larger team or a solo editor, embarking on a quest of new tools to save time on your next project!


Attendees will come away with new ideas and strategies that they can implement into their own audio pipelines. Additionally, they'll learn more about how powerful Reaper can be in saving you and your team valuable production time as they see our tools firsthand.

Intended Audience

Anyone in audio can benefit from learning about the tools and strategies that this presentation covers, as well producers and production staff for audio teams.