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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Understanding the Audio Needs of the Game and Its Audience

Adele Cutting  (Audio Director, Soundcuts Ltd)

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio

Format: Lecture

Vault Recording: TBD

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 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. Through this the audience 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.

For both productions the entirety of the audio was outsourced, so outsourcing production and best practices will also be touched upon.

Takeaway

Takeaways from this session include - Creative Problem Solving, Audio Production and Working with outsourcers.

Intended Audience

Anyone involved in game audio - all levels.