GDC Festival of Gaming is part of the Informa Festivals Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

How 'Ghost of Yōtei' Was Pre-Mixed with the Help of a Sound Sensei

Grey Davenport  (Technical Sound Designer, Sucker Punch Productions)
Location: Room 2003, West Hall
Date: Friday, March 13
Time: 1:40 pm - 2:40 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: Intermediate
Track: Audio, Game & Production Technology
Format: Lecture
Vault Recording: Video
Audience Level: Intermediate

This session will showcase how automating asset integration can enable control over the final mix early on in development. Trying to maintain a mix during a game's development is tedious and time consuming work and can be problematic during the final mix if not done correctly. For Ghost of Yotei, Sucker Punch's Audio team decided they would try to solve these problems by creating a tool called Sound Sensei, which would be responsible for maintaining proper asset standards while fitting seamlessly between asset rendering and implementation. We will go over how Sound Sensei works for setting up mix rules, as well as how those rules get automatically applied to the corresponding assets non-destructively, and how this allows for adjusting the mix at any point during development without needing to reopen a DAW.

Takeaway

Our hope is that audience members will come away inspired with insight into how automated processes, standardization and internal tool development can dramatically simplify workflow and elevate a project's sonic cohesion.

Intended Audience

The intended audience would be anyone interested in developing workflow improvements or designing audio systems at a AAA scale. Or anyone who would like to learn about the different considerations and tradeoffs the audio team must make during game development.