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Andrew Buresh (Sr. Music Editor, Sony Interactive Entertainment)
Peter Scaturro (Sr. Music Producer, Sony Interactive Entertainment)
Bill Hemstapat (Music Arranger, Sony Interactive Entertainment)
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio, Production & Team Management
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
The large-scale open world of Ghost of Tsushima presented many challenges for the music team at PlayStation. In this presentation, they will walk you through how the music accompanying 40+ hours of gameplay was created, adapted, and implemented into this rich Samurai fantasy tale.
The audience will get a deep dive into how the team approached each aspect of the score's two-year production cycle. The team will also demonstrate a unique, adaptive music system that forms the score's backbone, driving a fully interactive musical experience, and will discuss their approach to open-world exploration music and arrangement techniques.
Presented by Music Producer Peter Scaturro, Music Arranger Bill Hemstapat, and Music Supervisor Andrew Buresh, the PlayStation team, will review the entire pipeline from start to finish focusing on music production, creative arrangements, and in-game implementation.
While the music required for Ghost of Tsushima is specific to the game's feudal Japan setting, the principles presented in our presentation - illustrating how to score large, open-world games - can be applied to other games, regardless of scope.
This presentation is intended for all audiences. Game music veterans will appreciate the techniques that underpin our modern approach to game scoring. Newcomers will get a window into the music production pipeline developed by the team at PlayStation.