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2:00pm
André Sousa Giants Software2:00pm - 2:45pmRoom 6Audio FREECreating Authentic Sound for Farming Simulator
Wednesday 10th July2:00pm - 2:45pmRoom 6André is presenting a comprehensive strategy for the sound design of Farming Simulator.
He will explain their methods for developing and applying ambient sounds in a dynamic, open-world setting, crafting engaging sound effects for agricultural implements, and detailing their process for capturing, creating, and integrating vehicle sounds into the game.
The speaker will discuss the challenges encountered in designing the ambient audio system, the techniques used to maintain realism and authenticity in a simulation game, and the requirements for accurately replicating the sound of a modern tractor. Additionally, he will offer some helpful tips on audio editing and processing.
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10:00am
Adele Cutting (Audio Track Co-Host) SoundcutsMatthew Florianz (Audio Track Co-Host) Frontier Developments10:00am - 10:15amRoom 4Audio Track Welcome & Introduction
Thursday 11th July10:00am - 10:15amRoom 4This year’s Audio Track hosts, Adele Cutting and Matthew Florianz, welcome attendees and introduce the day’s audio programme.
Kasparas Eidukonis Massive Entertainment - a Ubisoft StudioSimon Stevnhoved Massive Entertainment - A Ubisoft Studio10:15am - 11:00amRoom 4Avatar: Frontiers of Sound Propagation
Thursday 11th July10:15am - 11:00amRoom 4New gen consoles and modern GPU hardware have opened new opportunities for how sound propagation can be handled in games. In Avatar: Frontiers of Pandora, these new opportunities sent the sound crew on a journey to the realms of raytracing and voxelized path finding, towards the ultimate goal: a real-time propagation solution providing an obstruction and occlusion simulation that’s scalable, supports dynamic environments, uses existing data, requires no baking steps, no adding of rooms and portals, or tagging materials with absorption values. Spoiler alert: they did not quite get there! However, in this talk, two senior members of the audio team will present their intriguing and impressive final solution sharing what they learned along the way.
Session Takeaway
- Hear how Avatar: Frontiers of Pandora utilizes GPU raytracing for sound propagation.
- Learn how the team's understanding of obstruction, occlusion and attenuation changed through the development.
- Gain insights into the iterative workflow between audio code and sound design.
11:15am
Matthew Lightbound Dambuster StudiosRyan Williams Dambuster Studios11:15am - 12:00pmRoom 4Elevating Diegetic Music – Tuning into Dead Island 2’s Identity
Thursday 11th July11:15am - 12:00pmRoom 4Embark on an intriguing exploration of diegetic music through the lens of Dead Island 2 and its influences, as the Dambuster Audio team discuss evolving diegetic music beyond conventional boundaries. This often-untapped methodology is explored as they delve into creating unique cinematic moments, employing non-traditional implementation techniques, and collaborating across departments to achieve the standout moments of Dead Island 2.
Attendees are invited to unravel the concept of 'diegetic blurring' and its transformative impact on Dead Island 2's music design. Instances are explored where diegetic music seamlessly contributes to character development and enhances gameplay. Additionally, the team will share insights into using non-music technology to vividly depict the vibrant cultural environments.
The talk also touches on the practical aspects of production in diegetic music, from crafting bespoke assets to navigating the intricacies of working with licensed music. This is an insightful journey into the world of game diegesis, with practical learnings focused on increasing player immersion and drama, providing valuable takeaways for those eager to delve into the intricacies of diegetic soundscapes.
Session Takeaway
- How to approach the creative decisions and production of diegetic music in new and exciting ways.
- Implementation techniques that go beyond the normal radio/playlist approach and how these techniques inform the creative decisions.
- Learn varied approaches to presenting diegetic music to the player that provide more bang for buck.
- Insights into the developer experience of using licensed music, including the creative process and logistical implications.
12:15pm
Richard Lapington Remedy EntertainmentAnika Neubert Remedy Entertainment12:15pm - 1:00pmRoom 4Alan Wake II: Staying in the Light on the Journey to Building an Audio Team & Achieving a Vision
Thursday 11th July12:15pm - 1:00pmRoom 4Join Remedy Entertainment's Audio Director, Richard Lapington, and Senior Development Manager, Anika Neubert, as they explore the intricate interplay between audio vision, leadership, team dynamics, and meeting shipping deadlines. In this insightful session, they will dissect their approach to developing the BAFTA award winning audio of Alan Wake 2, offering valuable insights into the challenges and strategies involved in bringing the game's auditory experience to life.
Session Takeaway
- Creative Audio Vision: Gain insights into how we bring our audio vision to life for our development team.
- Collaborative Efforts: Discover how our collaboration between Audio and Production drives the unique needs of audio development.
- Innovative Team Building: Discover how we foster teamwork in the complex audio work environment.
- Effective Strategies: Learn about the strategies we've employed to overcome the distinctive challenges of the audio development cycle.
2:00pm
Josh Weeden PitStop Productions2:00pm - 2:45pmRoom 4From Script to Story - Enhancing Gameplay Through Perfomance
Thursday 11th July2:00pm - 2:45pmRoom 43:00pm
Danijel Djuric EA DICERasmus Brun Thorup EA DICE3:00pm - 3:45pmRoom 4Battlefield 2042 - Growing the Audio Experience Through an Evolving Game
Thursday 11th July3:00pm - 3:45pmRoom 4In this talk Danijel Djuric, DICE Sr Sound Designer, and Rasmus Thorup, DICE Sound Designer, will discuss working with audio in a game that continues to live and evolve after its release. How we adapted to a new perspective after the complex launch of Battlefield 2042. How we worked in a truly live environment balancing the player's real time feedback with the areas of biggest positive impact. And how we continued to evolve the sound and music of 2042 as the creative vision for the game continued to grow and develop post launch.
Session Takeaway
- Challenges of evolving the game audio vision with real time player feedback.
- Learning to pick your fights, what will result in the most “bang for the buck”?
- Daring to do things differently, engaging the players.
- Adapting to a new perspective of the game post launch.
4:00pm
Jakob Schmid Geometric Interactive4:00pm - 4:45pmRoom 4Music of the Orbs: Real-time Synthesis in COCOON
Thursday 11th July4:00pm - 4:45pmRoom 4Composer / programmer Jakob Schmid will discuss the motivation and benefits of using real-time synthesis for COCOON’s critically acclaimed game music, explaining the structure and operation of the instruments, how they are set up in FMOD Studio, and how they react to input from the game, focusing on a few experimentally developed control methods that might prove useful for any game audio developer.
Session Takeaway
- Learn how a soundtrack for a 5 hour game can be generated by 5 MB of plugins.
- Learn simple and effective methods for controlling synthesizer plugins.
- See an example of how a synthesizer design can be prototyped in Bitwig Studio.
- Gain insight in how a Bitwig Grid prototype is implemented as an FMOD plugin.
- Learn how the internal state of audio plugins can be debugged on Windows.
5:00pm
Andrew Riley Rocksteady StudiosAgatha Molska Rocksteady StudiosLeo Magrin Rocksteady Studios5:00pm - 5:45pmRoom 4Task Force SFX: Exploring the Sound of Suicide Squad: Kill The Justice League
Thursday 11th July5:00pm - 5:45pmRoom 4Andrew Riley (Audio Director) and the audio team behind Rocksteady's SS:KTJL will take you on a reflective journey through the intricate sonic design behind the game. Starting from the key audio pillars and team ethos, we will explode selected key areas of the sound through to release. All the time looking at the creative and technical challenges we faced while we approached these areas, how we overcame them and how the challenges of reality alongside the initial intent of the pillars fundamentally shaped the realisation of the project.
Session Takeaway
- Learn about the value of setting out clear pillars at the start of of a project and how to work with them through the life of a project
- Be inspired and motivated by the Rocksteady audio team explaining their approach to sound design and mixing
- Learn about some key areas of sound design and how to record EVERYTHING on a AAA project
Bjørn Jacobsen Mainframe Industries / Cujo SoundAdele Cutting (Audio Track Moderator) SoundcutsGrace Docksey JagexRob Bridgett PlayStationJon Vincent Xbox Game Studios : RareLydia Andrew EA DICERichard Lapington Remedy EntertainmentAdele Cutting (Audio Track Co-Host) Soundcuts5:45pm - 6:30pmRoom 4Open Mic 2024
Thursday 11th July5:45pm - 6:30pmRoom 4In keeping with Develop Conference tradition, our panel of game audio experts limber up for an inclusive town hall style discussion with conference delegates about the current state-of-the-art of music, sound and dialogue for games and what the future holds for game audio business, technology and creativity.
Moderated by Soundcut's Adele Cutting.