GDC is part of the Informa Tech 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.

View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Open World Audio in 'Dying Light 2 Stay Human'

Edyta Mosińska-Duralska  (Senior Sound Level Designer, Techland)

Location: Room 3006, West Hall

Date: Thursday, March 23

Time: 3:00 pm - 3:30 pm

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio

Format: Lecture

Vault Recording: Video

Audience Level: Intermediate

Creating an impactful soundscape in a vast, post-apocalyptic open-world game is a real challenge. This session 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.

This session 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 —and what was the inspiration for its immersive and gameplay-related soundscape.

Takeaway

Attendees will learn the importance of a solid technical background in a sound designer’s work, as well as 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.

Intended Audience

This is 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.