View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Guy Whitmore (Composer and Music Designer, Foxface Rabbitfish, LLC)
Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!
Vault Recording: TBD
Audience Level: All
Imagine being part of a freelance game music team that covers every inch of the production pipeline, from music direction, music design, composition and orchestration, to recording, editing, music integration, and scripting. A seamless coordinated effort with clear communication across disciplines and specialties. One that is prepared to adapt to tight schedules and the zigs and zags of the typical development process, yet one that doesn't shy away from rich adaptive music concepts and designs. In fact, the overarching goal of such a team would be to bring well designed, tightly integrated music scores to games in an efficient manner. This is the prescient dream of this lecture.
This lecture will take on 3 aspects of the pipeline that are not often outsourced; music design, music integration, and music scripting, describing how each can be successfully offered by freelance music teams. Wwise-Unity adaptive music compositions will illustrate specific concepts and techniques.
The audience will learn specific concepts and techniques for overcoming obstacles faced by freelance composers and musicians, and how to create teams that can offer more together. They will learn about roles beyond composition including music design, integration, and scripting, and how they fit into the overall music pipeline.
The intended audience includes game composers of all experience, audio directors, music supervisors, and programmers.