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, track, and format. With this Session Viewer, you can view GDC 2023 session details, 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 with the 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.
Beau Jimenez (Senior Sound Designer, PlayStation Studios, Sound)
Jesse Garcia (Senior Sound Designer, Naughtydog)
Pass Type: All Access Pass, Core Pass, Audio Pass
Vault Recording: TBD
Audience Level: All
The sound of The Last of Us: Part I and II have been described as a harrowing, white-knuckled experience. One culprit of this sensation is the detailed Breathing System the Naughty Dog audio team developed and maintained for the last two projects.
From the terror of hearing the protagonist's frenzied gasps as they're fleeing from an aggressive Clicker, to the catharsis felt from hearing the exhaustive gasp of relief as they ultimately escape their assailant: The team held nothing back to ensure that players truly felt they were in the character's shoes. Every action had a direct effect on their physical and mental state. A story told through sound.
This talk outlines Naughty Dog's approach to conceptualizing, prototyping, collaborating, and finalizing a bleeding-edge breathing solution for a single-player, narrative-based interactive experience.
Attendees will come away with a more-enlightened perspective on sound design and implementation techniques, prototyping concepts, collaborating interdepartmentally, directing voice actors, and investing in technologies that drive in-game sounds in an impactful way. All with the intention of supporting and elevating the game's narrative.
This is for sound designers, audio programmers, and any developer curious to learn more about conceptualizing, creating, and finalizing a modern breathing system solution in a narrative title. The hope is that the attendees will be familiar with the games to better understand the content, but otherwise no prerequisite knowledge needed.