GDC + VRDC 2019 Session Scheduler

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.

The Sound Design for 'God of War'

Mike Niederquell (Lead Sound Designer, Sony PlayStation)

Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!

Topic: Audio

Format: Session

Vault Recording: TBD

Audience Level: All

Join Mike Niederquell, Lead Sound Designer at Sony PlayStation, as he provides an overview into the development process of sonically rebooting a critically acclaimed franchise in 'God of War' (2018). In this talk he will discuss sound design workflows, aesthetic direction, technical challenges, mixing philosophies, dialog implementation, and other key moments throughout the development cycle. There will also be a deep dive into a few stand out moments from the title where Mike will deconstruct the sound design content and showcase how the end result was produced. Mike has supported the 'God of War' developer, Santa Monica Studio, on multiple titles, including 'God of War: Ascension', 'The Unfinished Swan', 'Hohokum', 'Starhawk', 'Carnival Island', and 'Twisted Metal'.

Takeaway

Attendees will gain detailed insight into supporting a project at a larger (AAA) scale, get an overview of the technology used, the pre-production process, dialog systems, how talent was recorded for the combat experience, sound design break downs, and the mixing process.

Intended Audience

Anyone interested in “peeking behind the curtain” at how sounds are crafted will find value here. However, having some knowledge of the sound design process would be extremely beneficial. Process, tools, and terminology will be discussed in detail with the understanding that the audience are audio professionals working in games.