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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Finding Space For Sound: Acoustics in 'Avatar: Frontiers of Pandora'

Robert Bantin  (Snowdrop Audio Architect, Ubisoft Entertainment Sweden AB)

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

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

Its been 5 years since we showed how the Snowdrop Engine delivered high-fidelity environmental acoustic effects for "Tom Clancy's The Division 2". With "Avatar: Frontiers of Pandora" these technologies had to be adapted or re-designed to a planetary scale, while also maintaining their fidelity at a city scale. Not only was this achieved, but the quality bar was significantly raised to deliver ever more detailed acoustic effects such as: Physically accurate early and late reflections; more elegant direct field estimation; and ambience effects that fit perfectly into a natural outdoor environment. Also, beyond the simple emitter management of The Division 2, the entire system has been reworked into a hierarchy of budget-able layers that is entirely data driven by the end-user.

Takeaway

Geometry metrics that worked in an urban environment can be made to work in an organic environment. ERs and LRs can be achieved through use of ray-cast layers. Fidelity at both city-scale and planetary-scale is possible so long as the granularity of what should remain in focus is intelligently controlled.

Intended Audience

Sound designers, audio directors and audio programmers. The audience should find this talk immensely useful in showing how realistic acoustics (and other ambience effects) can be implemented in a 3D open world game, while also demonstrating the value it has to player immersion.



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