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Audio Track

The Audio Track looks at the game development process from the standpoint of developing dynamic videogame sound & offers direction for developers who wish to understand complex sound composition strategies.

Games routinely involve the scripting and editing of 50,000 lines of dialogue, multiple variations of orchestral scores and sound effects with real-time controls. This requires a unique fusion of craft and technology, and is shared by musicians, sound designers, programmers, and game designers. From sessions designed to polish the skills of a veteran composer to case studies that shed light on programming techniques and tools that bring those compositions to life, the Audio Track offers real world information to take game audio to new heights.


Click here to view all Audio Track sessions for the 2008 Game Developers Conference.




Audio Keynote

John Debney
Composer
Session: Music in Video games: Surpassing the Scope of Film Scores?

This keynote discussion will prove to be a lively give and take as we explore the burgeoning craft of composing for video games. What are the implications for the composer? With platforms finally able to support the growing desire for top quality production value, we will discus the similarities and differences of composing for film vs. video games. How do the two worlds differ, and how will they interact in the future as gaming revenues surpass that of film. What must the next generation of video game composers consider when negotiating deal points? Topics will be covered and discussed ranging from the technical, creative, legal and ethical. Issues of creative freedom: Video vs. Film will highlight the discussion as well as the future of creative revenue sharing. Is the grass really greener on the other side? We'll find out...


Check out GDC Board Member, Tommy Tallarico or Tallarico Studios, Top Audio Picks for GDC08

Tommy TallaricoTommy Tallarico is a veritable video game industry icon. As one of the most successful video game composers in history, he has helped revolutionize the gaming world, creating unique audio landscapes that enhance the video gaming experience. More Info...

Tommy's Top Audio Track Pics:


The Changing Landscape In Composer Game Music Underscore Deals
Speaker: Jim Charne (Lawyer, Law Offices James I Charne)
Game composers don't always focus on the full range of income opportunities that can flow from their music, and how they may be able to share in these. Game music deals, historicly, have done their best to cut the composer out of ancillary income that might be earned from non-game uses of music. More Info


Halo 3
Audio Post-Mortem: HALO 3
Speakers: Marty O'Donnell (Bungie), Jay Weinland (Audio Lead, Bungie Studios), C. Paul Johnson
A session dedicated to the ins and outs and everything about HALO 3.




Game Music and the AFM
Speakers: Tom Salta(Composer/Producer, Persist Music), Tommy Tallarico (President, Tommy Tallarico Studios), Paul Lipson (President, The Game Audio Network Guild), Bob Rice (Founder and CEO, Four Bars Intertainment), Janet Ketchum (Contractor, Janflute Music), Tom Lee (President, AFM)
This panel will help answer the important questions that composers and game companies have about hiring AFM musicians. More Info


Heavenly Sword
At the Cutting Edge – Audio Production for HEAVENLY SWORD
Speaker: Garry Taylor (Audio/Video Manager, Sony Computer Entertainment)
With production values rivalling a Hollywood blockbuster, 'HEAVENLY SWORD' is game development on a truly global scale. More Info


Game Audio Network Guild
G.A.N.G. Demo Derby - Music

Speaker:Paul Lipson(President, The Game Audio Network Guild)
Attendees are invited to present their music compositions and demos to a panel of industry professionals for feedback, evaluation and tips on creating a solid demo. Last year, the G.A.N.G. Demo Derby was a huge success and one G.A.N.G. member landed a major gig as a result of one of the panelists hearing their work. More Info


C
lick here to view all Audio Track sessions for the 2008 Game Developers Conference.

Check out more Audio Sessions:

Audio
Audio Boot Camp
by Scott Selfon & Dan Bardino


Composer Challenge GDC 2008 by Lennie Moore


26 Slick Tricks for Game Dialog and Other Voiced Bits

by DB Cooper & Patrick Fraley


Procedural Music in SPORE
by Kent Jolly & Aaron McLeran

Crysis
The CRYSIS of Audio
by Tomas Neumann, InonZur, Christian Schilling


SAM AND MAX - Episodic Content Creation
by Julian Kwasneski


Click here for more
Audio Sessions



Translated Sessions


To promote exchange within the worldwide development community, GDC is holding simultaneous translation sessions in the Translation Room - Room 134, Moscone North. These sessions and descriptions will be available soon!