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March 1-4, 2027
Moscone CenterSan Francisco, CA

Agenda

Grounding the World of 'Big Walk' with Physical Sound

Em Halberstadt  (Creative Director, A Shell in the Pit)
Pass Type: Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass - Get your pass now!
Track: Audio, Independent Development
Audience Level: All
Format: Lecture
Vault Recording: TBD
Audience Level: All

This session is a look at how the sound of Big Walk was created! Em shares insights from her multi-day recording trip to Wilsons Promontory in Australia, and her foley recording process that shapes the tone of the game. Character sounds built from a dog toy, and real objects captured for the game's props are all a part of a physical approach that helps players feel grounded in the world. This conveys a sense of presence and also connects people, making them feel like they're sharing a real space together with tactile toys and games to play with and discover. The session is all about the design philosophy behind recording sound.

Takeaway

Attendees will leave with a clearer sense of how far original recording can carry a game's sound design, and the feel of the entire game. They'll also gain a set of practical approaches for building a world's ambience, foley, and props entirely from physical sources.

Intended Audience

This session is aimed at sound designers, audio directors, and game developers interested in field recording, foley, and world-building through audio. No prerequisite knowledge is required, although familiarity with basic sound design concepts will help attendees get the most out of the examples shown.