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Joe Thwaites (Principal Composer, SIEE)
Jay Waters (Audio Director, Sumo Digital)
James Marshall (Music Supervisor, SIEE)
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio
Format: Session
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
A look at how the teams at Sumo Sheffield and Sony Interactive Entertainment approached using licensed and original music to create the sound of PlayStation 5's most joyous launch title. Jay Waters (Audio Director, Sumo), Joe Thwaites (Lead Composer, SIE) and James Marshall (Music Supervisor, SIE) provide insights into how the team behind Sackboy: A Big Adventure implemented licensed music interactively, evolved the direction of a franchise well-respected for its musical heritage and the creative decisions behind Sackboy's eclectic patchwork soundtrack. This talk will also provide a look at the game's viral pop music levels, how the music selection informed level design plus the technical challenges involved in making everything work. The team will also offer a glimpse at some of the fun they had working with remixes, mashups and covers.
Attendees will take away learnings on unique musical implementation using licensed music, including development of thematic elements and incorporating music into sound design. Attendees will gain insight into selecting the right licensed music for your title, particularly in co-ordinating set-piece musical moments and setting the tone of a game.
Level designers, audio design, anyone with a passion for music. Those working with an established IP would also find the talk interesting, as it will explore how the Sackboy music team was able to build upon the legacy of LittleBigPlanet's soundtracks and evolve a franchise respected for its musical heritage