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Game VR/AR: 'Paper Beast': Technical Audio in a Simulated VR Ecosystem

Clement Duquesne (Technical Sound Designer, Pixel Reef)

Eric Chahi (Creative Director, Pixel Reef)

Location: Room 2010, West Hall

Date: Tuesday, March 17

Time: 3:00pm - 3:30pm

Pass Type: All Access Pass, VRDC Add On - Get your pass now!

Topic: VR/AR

Format: Session

Vault Recording: TBD

Audience Level: All

In the world of indie game Paper Beast, everything is simulated. Creatures falling on a slippery obsidian slope, arachnids trying to uproot a plant with ropes, a small river suddenly flooding, wind waving curtains… All elements are physics-driven and react to the player's touch and to one another. In this hyper-interactive context, audio has to mirror each situation accurately to have the game's world feel real and alive, especially considering the demanding nature of the VR support.

Pixel Reef's audio team shares how they crafted the detailed systems that breathe life into the game's procedurally animated creatures and dynamic landscapes, addressing physics-based audio, VR spatialization, audio-based animation, and more. They go through the various technical strategies and features they developed within their custom engine Atoll and Audiokinetic's Wwise, from the base audio creation from radio artist Floriane Pochon to the in-game result.

Takeaway

By discovering the technical solutions and strategies developed for PaperBeast, the attendees will learn of one approach to major topics of interactive audio : simulated & physics-driven games, and VR immersion & spatialization.

Intended Audience

This talk is targeted at all people involved or interested in technical audio design. Audio programmers and sound designers will benefit from concrete examples of features and workflows, while new-comers to these subjects will get more familiar with the stakes of audio tech in these demanding game contexts.