Agenda
Where AI Fits in Technical Sound Design: Proven Workflows for Deterministic Output
Roc Lee (Senior Technical Sound Designer, Clean Cuts Interactive)
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Track:
Audio, Programming
Audience Level:
Intermediate
Format:
Lecture
Vault Recording: TBD
Audience Level: Intermediate
Where does AI actually fit in a game production pipeline? In this talk we walk through:
How to identify places in your workflow or pipeline that could benefit from tools that would be costly to build without AI. How to treat AI like a programming language and get quality output. How we can learn from computer science and good programming principles to structure what comes out of AI. And how do we keep in mind client privacy and security when working with AI?
Roc will demonstrate eight specific techniques drawn from proven projects that have helped clients and colleagues deal with production timelines and challenges.
How to identify places in your workflow or pipeline that could benefit from tools that would be costly to build without AI. How to treat AI like a programming language and get quality output. How we can learn from computer science and good programming principles to structure what comes out of AI. And how do we keep in mind client privacy and security when working with AI?
Roc will demonstrate eight specific techniques drawn from proven projects that have helped clients and colleagues deal with production timelines and challenges.
Takeaway
Attendees leave with eight named techniques for directing AI on tool work, including building a folder workspace that follows computer science best practices, tips for working with Unreal MCP such as creating a style guide for Blueprint hookup, and building with Client privacy as number one priority.
Intended Audience
Sound designers, technical sound designers, and technical artists who build their own tooling or want to. Prerequisite is having worked in a game engine and understanding a production pipeline. No scripting or engineering background is assumed.