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Joshua Bell (Senior Technical Audio Designer, Remedy Entertainment)
Location: Room 3006, West Hall
Date: Wednesday, March 20
Time: 11:30 am - 12:00 pm
Pass Type: All Access Pass, Core Pass, Audio Pass - Get your pass now!
Topic: Audio
Format: Session
Vault Recording: Video
Audience Level: All
Alan Wake 2's profiling feature allows the player to delve into the minds and motivations of the game's characters, and access their thoughts and glimpses of past/future events. It exists inside the Mind Place, a 3D-space, immersive in-game user-interface, and hub to filter narrative elements and explore the story.
Navigating the wealth of content, the narrative importance, and the abstract essence of the Mind Place and Profiling module posed challenges for the team. However, it presented a great chance to enhance Alan Wake 2's narrative and collaborate closely with visual disciplines to craft a cohesive audio-visual experience.
We will go through the audio design for the "Profiling" feature, exploring how we concepted, overcame technical limitations, gave ourselves a framework to execute the large amount of content needed, and utilised an "audio-driven audio" and audio-driven visuals approach to craft a balanced and coherent experience.
Attendees will learn how an audio-driven approach resulted in a unique audio experience in Alan Wake 2. Attendees will find out how audio-driven approaches could be used in their work for driving visuals, or other SFX elements, and be inspired by the potential to craft a unique cross-disciplinary experience.
This talk is for anyone involved in game audio at any level. It may be of particular benefit to those working on projects that have a large volume of narrative content to cover, or those who are interested in deeper cross-collaboration between audio and visual departments.