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.

Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.

Creating the Soundscape of 'It Takes Two'

Anne-Sophie Mongeau  (Senior Sound Designer, Hazelight Studios)

Joakim Enigk Sjöberg  (Technical Sound Designer, Hazelight Studios)

Date: Friday, July 23

Time: 9:40am - 10:40am

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio

Format: Session

Vault Recording: Video

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

This joint presentation from Hazelight's Senior and Technical Sound Designers Anne-Sophie Mongeau and Joakim Enigk Sjöberg will go into depth about some of the most significant creative and technical solutions the Hazelight audio team has developed while building the soundscape of their latest title 'It Takes Two'. A first part will be dedicated to the challenges and found solutions for designing sound for split screen audio, including managing spatialization and maintaining mix clarity through carefully developed sound design strategies. The second part will focus on a few selected sonic highlights from the game's soundscape, and will tell the story of how they came to life, by demonstrating the inspiration, creative vision as well sound design approaches and ideas behind them.


Game developers attending this presentation will gain knowledge about how to manage split screen audio challenges, such as maintaining mix clarity through speaker panning and customized spatialization strategies. Attendees can also expect an in depth demonstration of a few selected sound design highlights and the strategies behind them.

Intended Audience

The intended audience for this presentation is game audio professionals as well as anyone possessing an interest in gaining a better understanding of split screen audio and interactive sound design. A basic understanding of game audio implementation is useful, but not mandatory to understand the content.