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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Everything is Connected: Ambient Sound in 'Avatar: Frontiers of Pandora'

David Osternacher  (Lead Audio Designer, Massive Entertainment - A Ubisoft Studio)

Alex Riviere  (Audio Director, Massive Entertainment - A Ubisoft Studio)

Location: Room 3006, West Hall

Date: Thursday, March 21

Time: 11:30 am - 12:30 pm

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

Topic: Audio

Format: Session

Vault Recording: Video

Audience Level: All

Creating the sound for a game in the Avatar universe presented the audio team at Ubisoft Massive with a unique opportunity. Contrary to most AAA games, the star of the show is the world in which the game is set, Pandora. Audiences can finally come a huge step closer to living their fantasy of visiting the incredible place they've seen on the cinema screen.

To make this experience believable, Pandora needs to have unprecedented fidelity, and feel like everything is connected. Every part of the world needs to have a sound, and every sound needs to have a logical link to the rest of the game. The world needs to react to the player constantly, whether they interact with it actively, or passively.

This presentation outlines the creative strategies devised to achieve these goals, how to create the enormous amount of content needed to fulfill this vision, as well as the technology that had to be built in order to realize the team's intentions.

Takeaway

Gain insight into a wide variety of creative and technical innovations, devised to translate a beloved fictional world from a linear medium to an interactive experience. Learn how the Ubisoft Massive audio team used sound to help create the best possible living, breathing world for players to immerse themselves in.

Intended Audience

Professional and aspiring game sound designers, but also audio programmers, game designers, and anyone else who is interested in what sound can do to enhance your game by making its world come to life.



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