View, browse and sort the ever-growing list of sessions by pass type, track, 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.
Elitsa Alexandrova (Sound Designer and Composer, Ubisoft Sofia)
Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!
Vault Recording: Video
Audience Level: All
Building an organic musical system for the gameplay is half of the success of the audio in the game. The subjects of this talk are how to create a smart interactive musical system in Wwise tailored to the specific needs of the game, and how to compose, produce, perform and implement a brand-defining score.
Being a composer on 'Assassin’s Creed' is a great honor, but also a great challenge. For the ten years of its existence the, 'Assassin’s Creed' musical style has been well established by many famous composers in the previous game series. As the in-house composer for 12 years in the young Ubisoft studio in Sofia, Bulgaria, and as a one-woman audio department, Elitsa will share her successful story of maintaining the brand-defining style, and overcoming all the challenges in music direction of the game, composing the scores, playing and recording different instruments, audio engineering, and the implementation of the music in the audio middleware.
The attendees will learn vital skills such as working within the framework of an established world-renown franchise like 'Assassin’s Creed', and following in the footsteps of iconic composers and soundtracks. They will also learn how to create a distinctive and unique "sound" within that framework, by carefully selecting ethnic and ancient instruments, and by approaching elegantly the arrangements and production. Last but not least, the attendees will learn how a one-woman audio department and a young studio established workflows and procedures to accomplish the impossible: composing, production, iterations, implementation, sound design, and testing of a critically acclaimed score.
Composers, audio directors, sound designers and music professionals of all levels.