Agenda
The Acoustics of 'Battlefield 6'
Battlefield 6 is one of the projects that had the most improvements to the acoustics of the franchise since the introduction of HDR in Battlefield: Bad Company. From Early and Late Reflections to Occlusion and Obstruction, we had to adapt and rethink every system that touches sound to support a title that features destruction as a core element. This talk will be an in-depth walkthrough of all the new acoustics systems developed for this project, the reasons behind them and the errors made along the way.
Takeaway
This presentation will showcase our approach when translating real acoustics into a video game form, the benefits of taking risks in developing these large features and the power of iteration, even when it means restarting from scratch or abandoning shiny new features to return to tried-and-true methods.
Intended Audience
This talk is aimed at Sound Designers and Engineers, both technical or creative, with or without experience in videogame acoustics.
Knowledge of videogame sound design and digital sound processing is recommended.