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 pass type, topic, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Player-Driven Audio Creation in 'Dreams'

Bogdan Vera (Principal Programmer, Media Molecule)

Thomas Colvin (Audio Lead, Media Molecule)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Audio Pass - Get your pass now!

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: All

This session presents a review of the design and implementation of music and audio creation tools in Media Molecule's game, Dreams. The title includes a fully fledged digital audio workstation running entirely inside the game. The engine uses only traditional game controller input via a novel performance-focused UI system which bridges the gap between complete beginners and advanced audio creators. Having a focus on community driven content creation, Dreams presented unique and complex challenges in UI design and technical implementation, and this talk focuses on documenting the philosophy and process behind creating such a system, in the hopes that some of the techniques developed might be useful to other developers in game audio.

Takeaway

Attendees will learn new approaches to game musical/audio-interface design, with a focus on seamless integration within a diverse toolset, rapid prototyping and use within a player-driven game world.

Intended Audience

This talk is intended for audio content designers, musicians, audio programmers, UX designers as well as any developers interested in new approaches to audio creation and community-driven content. There is no prerequisite knowledge necessary beyond general audio concepts, especially as the tools we describe are intended for a general audience.