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.