GAME-1 | Game Audio | OS | 2023-11-09 | 16:00 - 17:00
curated by Dominik Zingler, Jan Lukas Feldmann —
moderated by Dominik Zingler
Game Audio - Ein Überblick für Neulinge
GAME-1-1 | Start 16:00 | Duration 60 min. | Jan Lukas Feldmann |
Dominik Zingler | Tutorial (German)
Das Thema Game Audio ist zwar nicht das neuste. Aber durch dessen Interdisziplinarität, technischen Herausforderungen und teilweise ungewohnte Arbeitsweisen für Tonschaffende mit Wurzeln in eher linearen Produktionen, kann es doch schnell unübersichtlich werden. Dieser Vortrag soll als allgemeine Einführungsveranstaltung in das Thema dienen und richtiet sich an Einstergerinnen und Einsteiger in das Gesamtthema Game Audio. Dabei werden anhand praktischer Beispiele generelle Produktions- und Gestaltungskonzepte, technische Lösungen und Produktionswerkzeuge vorgestellt.
GAME-2 | Game Audio | R 3 | 2023-11-10 | 09:30 - 11:00
curated by Dominik Zingler, Jan Lukas Feldmann —
moderated by Jan Lukas Feldmann
Game Lokalisierung - Wie entstehen Dialoge in Games
Wie funktionieren Sprachaufnahmen für Games? Die deutsche Synchronfassung für Computerspiele zu erstellen stellt das Studio vor einige Herausforderungen. Die tontechnischen sind relativ überschaubar. Wichtig ist die Organisation, Erfahrung und künstlerische Leitung der Aufnahmen. Welche Materialien stehen zur Verfügung? Wieviel Informationen sind vorhanden? Wie werden die Informationen organisiert? Nach welchen Kriterien werden die Sprecher ausgewählt?
Ich gebe eine allgemeinen Einblick in die Welt der Lokalisierung von Computerspielen.
Bastian is freelance Foley Artist, Sounddesigner and Re-Recording Mixer who worked with clients such as Ubisoft and many post production facilities from De Lane Lea and Goldcrest in London to Basis Berlin, D-Facto Motion and Sonnenstudio in Germany. His Düsseldorf studio is called „The Foley Teachers 3D Audio Atelier“. He will display his personal story becoming a Foley Artist explaining the common pitfalls when building a studio and approaching custom sound effects recording in general. He then will explain the differences between working with linear media (Film) and interactive media (Games). This will be achieved by showing recording and editing sessions from both types of media. Some in game material from Ubisofts latest productions will be used to show results. Bastians vision for Foley in general will be shared at the end. With his social media content and his 1on1 coachings he enables audio professionals all over the world to record Foley and custom sound effects themselves in their edit suites or home studios or company facilities.
GAME-3 | Game Audio | R 3 | 2023-11-10 | 11:30 - 12:30
curated by Dominik Zingler, Jan Lukas Feldmann —
moderated by Dominik Zingler
Sound Designing Rain for Hunt: Showdown
GAME-3-1 | Start 11:30 | Duration 60 min. | Christoph Pracht | Binaural Workshop (English)
Rain is a huge challenge for every sound designer, because typical recordings of rain closely resemble white noise. This can be very fatiguing for listeners, mask more important sounds and ultimately does not represent the experience of being exposed to strong rain well.
To overcome this problem, we came up with an innovative system, that automatically detects points in the virtual game environment where rain would hit. Those points form a grid around the player and instead of only using a static background loop, we place sounds of rain hitting a specific surface type at each grid position.
The result is a stunning and extremely immersive soundscape, in which players can really feel their environment by hearing how the rain impacts it. In the talk, we will dive into the details of this system, what we learned about how to make rain as detailed as in reality and how the same ideas can be applied to any sound design situation. Bring your umbrella!
GAME-4 | Game Audio | R 3 | 2023-11-10 | 14:00 - 15:00
curated by Dominik Zingler, Jan Lukas Feldmann —
moderated by Jan Lukas Feldmann
Audio Serendipity
GAME-4-1 | Start 14:00 | Duration 60 min. | Giorgio Vezzini | Talk (English)
What is serendipity? How does this concept help us become better Sound designers?
In this talk, we'll talk about
- how to transform happy accidents into learning moments and part of our workflow
- how to create space for experimentation inside a tight production cycle
- tips and tricks that spawned from these moments
GAME-5 | Game Audio | R 3 | 2023-11-10 | 15:10 - 17:00
curated by Dominik Zingler, Jan Lukas Feldmann —
moderated by Dominik Zingler
Vehicle Sound Design for Farming Simulator
GAME-5-1 | Start 15:10 | Duration 60 min. | Nils Heine |
André Sousa | Binaural Workshop (English)
André and Nils are showcasing vehicle audio recording methods and simulation techniques for the Farming Simulator series. They discuss their approach to recording tractors, detailing the equipment, procedures and conditions that are used to capture the sound of these complex machines. Real-time processing of Farming Simulator vehicle audio is explored in detail. They demonstrate methods for analyzing on/offload audio recordings to extract useable EQ profiles, which can be used as a basis for real-time processing to create a dynamic load sound. They will also briefly share some useful audio editing, processing and implementation tips.
How to boost your game audio production with spatial audio
GAME-5-2 | Start 16:10 | Duration 50 min. | Christian Sander |
Numael Mendez, Dominik Zingler | Roundtable Discussion (English)
This panel discussion is designed to address both creative and technical aspects of game audio production, providing a comprehensive approach to boosting the overall quality of and through spatial audio in games on mobile, desktop, or XR headsets. The panelists, who are industry experts and professionals with a wealth of experience in game audio, will share practical insights and strategies to optimize the technical aspects of audio production. They will cover topics such as workflows, implementation tools like game engines, audio middleware, spatializers, mixing, and many more.
Additionally, the panel will emphasize the importance of balancing technical considerations with creative decisions to create an immersive and captivating audio experience for players.