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.
Masao Kimura (Sound Designer, Polyphony Digital Inc.)
Daisuke Takeuchi (Audio Programmer, Polyphony Digital Inc.)
Takashi Minagawa (Audio Engineer, Polyphony Digital Inc.)
Pass Type: All Access Pass, Core Pass, Audio Pass - Get your pass now!
Vault Recording: TBD
Audience Level: All
In this session, Polyphony Digital Inc.'s Masao Kimura, Daisuke Takeuchi, and Takashi Minagawa explain how they achieved their sound design in their latest title, Gran Turismo 7. The session focuses on both design and technical aspects of the sound design in the game—including the process of car engine sound creation, along with its history throughout the series.
The process includes: recording session arrangement, car driving, miking, mixing, editing, and implementing the game. An overview of car engine sound tools and engine sound synthesis system that drives a major part of the creation process are also shown. In addition, spatial audio effects such as impulse response and early/late reverb system, which embellish the soundscape in the game, are explained and explored.
Attendees will learn more about the process of sound design and audio technology in Gran Turismo 7. This includes the car engine sound recording and implementation techniques, audio tools used in the title, and audio effects utilized to enhance the audio experience.
This is for sound designers, audio programmers, and others interested in game audio development. Interest in car sound is a plus. This talk is broadly accessible to someone with a basic understanding of game audio.