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March 1-5, 2027
Moscone CenterSan Francisco, CA

Agenda

Making Combat Feel Alive: Reactive Audio in 'Marvel's Wolverine'

Anthony Breslin  (Senior Sound Designer, Insomniac Games (Sony))
Evan Hodick  (Senior Dialogue Coordinator, Insomniac Games (Sony))
Pass Type: Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass - Get your pass now!
Track: Audio
Vault Recording: TBD
This session examines how dialogue and sound design work together to make combat in Marvel's Wolverine feel reactive, readable, and alive. It traces the process from early source exploration and palette previs through implementation, iteration, and final review, showing how Logan, allies, bosses, and enemy archetypes receive distinct yet cohesive sonic identities.

Anthony & Evan detail their shared combat language that aligns teams across character types, the reactive systems that support meaningful moment-to-moment feedback, and the production structures that protect craft at scale, including development support, external collaboration, and focused director reviews in isolated combat environments. The session also explores how dialogue and sound effects interweave to create believable responses, reinforce character, and preserve clarity during dense encounters, while carrying quality from early milestones into the final game.

Takeaway

Attendees gain practical insight into building reactive combat audio across dialogue and sound design, including palette previz, shared combat language, implementation strategy, cross-team collaboration, and focused review methods that improve character specificity, feedback clarity, and consistency from prototype through final delivery.

Intended Audience

This session is intended for dialogue designers, sound designers, implementers, audio leads, directors, and others interested in systemic character and combat audio. Familiarity with game-audio pipelines and real-time implementation is helpful, but no prior knowledge of Marvel's Wolverine or its internal tools is required.