View, browse and sort the ever-growing list of sessions by pass type, topic, 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.
Matthew Florianz (Lead Principle Audio Designer, Frontier Developments)
Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Audio Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
An excessive number of sound sources (or voices) is a common problem faced in game audio development. This is especially true for management games that are complex, open world sandboxes in which the player can move the camera anywhere and piece-by-piece creations add thousands of objects.
The audio team behind Planet Zoo, Planet Coaster and Jurassic World Evolution break down their innovative approach to managing thousands of audio sources in a dynamic environment.
Using debug game footage and offering a glimpse at Frontier's tools and Wwise project; Principle Audio Designer, Matthew Florianz will walk you through their run-time solutions, which use context and impression, rather than distance-to-listener, to make informed, data-driven decisions for a bespoke and performant audio mix solution.
Robust voice management and Wwise project implementation are key to a performant, great sounding strategic management game.
This talk challenges the traditional concept of 1:1 audio implementation and presents bespoke solutions that rely on context and impressions to manage audio in an open world.
Audio designers and audio programmers who are in the pre-production phase of a game. For those thinking about run-time solutions to deal with distance, mix and scale (and all that entails) this talk shares approaches and solutions to these topics.