Edyta Mosińska-Duralska (Senior Sound Level Designer, Techland)
Pass Type:
All Access Pass, Core Pass, Audio Pass
Topic:
Audio
Format:
Lecture
Vault Recording: TBD
Audience Level: Intermediate
Creating an impactful soundscape in a vast, post-apocalyptic open world game is a real challenge. This presentation covers a systemic approach to ambients and reverbs distribution - how to achieve the quality against a huge scope of the Dying Light 2 Stay Human game and simultaneously balance time constraints and resources. The presentation describes the in-depth technical background of automatic audio systems and generators’ placement on the map and emphasizes their importance in the open world games. It also tells the story behind designing sounds in Dying Light 2 Stay Human - what was the inspiration for immersive and gameplay related soundscape.
Takeaway
Presentation emphasizes the importance of a solid technical background in Sound Designer’s work. It shows how crucial the initial approach to audio systems is and how following this path helps to gain additional time and energy to focus on the creative part of designing ambiences. Presentation also highlights the importance of immersive and gameplay-related ambiences and how sounds used in those soundscapes should correspond with the intended design and information that the game wants to give to the player.
Intended Audience
Presentation has crucial and beneficial information for audio teams working on vast open world AAA games. It covers automatic ambients and reverbs distribution systems used in Dying Light 2 Stay Human from the ground up.