Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.
Matthew Florianz (Principle Audio Designer, Frontier Developments)
Date: Thursday, July 22
Time: 8:30am - 9:30am
Pass Type: All Access Pass, Core Pass, Audio Pass
Vault Recording: Video
An excessive number of sound sources (or voices) is a common problem faced in game audio development. This is especially true for management type-games that are complex, open world sandboxes in which a dynamic player controlled camera can go anywhere and piece-by-piece world-building adds thousands of objects.
The audio team behind Planet Zoo, Planet Coaster, Jurassic World Evolution and Elite: Dangerous has developed strategies that manage thousands of audio items in such a dynamic environment. Principle Audio Designer, Matthew Florianz will talk you through run-time solutions, object based mixing and applying context and impression (rather than distance) to make informed, data-driven mix decisions.
A presentation of Planet Zoo's real-time Obstruction and Reverb solutions will be presented as one of many examples.
Perhaps our approach might even inspire another way of implementing distance in your projects!
Robust voice management and systematic Wwise project implementation are key to performance and a great sounding game.
By diverging from the traditional concept of 1:1 distance based-audio implementations, audio devs can deliver a rich audio experience for the player in complex, open-world like games.
Audio producers, project managers, designers and programmers who are in the pre-production phase of a game and managing run-time solutions to deal with performance, mix and scale (and all that that entails).