Colin Walder (Engineering Director, Management & Audio, CD Projekt RED)
Pass Type:
All Access Pass, Core Pass, Audio Pass
Topic:
Audio, Programming
Format:
Lecture
Vault Recording: TBD
Audience Level: Intermediate
Cyberpunk 2077 faced the challenge of using audio to breathe life into one of the most ambitious cities in a video game to date, with a focus on seamless cinematic feel. In this talk, Colin Walder, Engineering Director, Management & Audio at CD PROJEKT RED, covers the technologies developed to deliver audio for a game with a scale that the team had never faced before—discussing a range of topics including audio implementation and workflow, music and radio, ambient sound, acoustics, custom audio logic, middleware integration, and performance.
This session features both a broad overview of the audio technology in Red Engine 4 as well as deeper dives into specific features such as dynamic reverb, sound loading, and interactive music. The motivations behind different technologies are considered, along with what worked well and what could be done differently.
Takeaway
Attendees will see the different audio technologies that were developed for Cyberpunk 2077 in order to support the pillars of City Creation and Cinematic Feel. Attendees will get a deeper view of key technologies and gain an appreciation for the approach and implementation of those features.
Intended Audience
This is for audio programmers, sound designers, audio directors, and others interested in developing audio technology for games. The talk is broadly accessible to someone with an understanding of game audio, however some of the topics require knowledge of programming.