Adele Cutting (Audio Director, Soundcuts Ltd)
Location: Room 3002, West Hall
Date: Wednesday, March 22
Time: 9:00 am - 10:00 am
All Access Pass, Core Pass, Audio Pass
Vault Recording: Video
Audience Level: All
A study of the sound across two games; Supermassive Games’ The Quarry and Interior Night’s As Dusk Falls. Despite both games employing similar game design techniques and structures—branching narratives, QTE's, time-based responses—each project required distinct audio solutions tailored to their stylistic and technical requirements. This session will explore how and why.
Adele Cutting, Audio Director at Soundcuts Ltd, will describe the individual approach for each production and compare the two: delving into dialogue, the importance of emotes, Foley, ambience, sound effects, and music. For both productions, the entirety of the audio was outsourced, so outsourcing production and best practices will also be touched upon.
Attendees will gain insight into the importance of having a clear goal for an audio experience and how the individual needs of a project may require different solutions to similar problems.
This is for anyone involved in game audio at all levels.