Audio Track
Sessions | Speakers
JUST ANNOUNCED! Highlighted Sessions:
- Experiences and Rare Insights into the Video Game Music Industry
Speaker(s): Hitoshi Sakimoto (Basiscape International)
Overview: Hitoshi Sakimoto, veteran music composer for over 160 video games, including five of the Final Fantasy installments, offers a rare insight into the history, inner workings and experiences of his career, and the Japanese videogame music industry. Read more... - How High Dynamic Range Audio Makes Battlefield: Bad Company Go Boom
Speaker(s): Anders Clerwall (EA - DICE)
Overview: This session presents a detailed overview of High Dynamic Range Audio as implemented in DICE's Frostbite engine and how it enabled the explosive soundscape in Battlefield: Bad Company to pack a heavy punch. Read more... - The Audio of Fable 2: Large Scale Collaboration for Next-Gen Games
Speaker(s): Kristofor Mellroth (Microsoft Game Studios)
Overview: As deadlines get tighter and scope gets bigger for videogames, audio departments are finding new ways to adapt. Lionhead and Microsoft Game Studios would like to share their experience of managing large-scale collaboration and production on the title, Fable 2. Read more...
Discuss the Audio Track in myGDC Forums. Click here to log in.

The Audio Track looks at the game development process from the standpoint of developing dynamic videogame sound and 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.








