AES Gears Up For Games

New York City (September 7, 2007)--As game design and performance techniques grow in sophistication, audio’s role in the gaming experience has become important to players and developers alike. For this reason, Alex Case, Workshop and Tutorial Chair of the 123rd Audio Engineering Society Convention, has invited THX Design Engineering Manager Steven Martz to develop events to provide attendees with a crash course in creating sound for interactive gaming.
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Alex CaseNew York City (September 7, 2007)--As game design and performance techniques grow in sophistication, audio’s role in the gaming experience has become important to players and developers alike. For this reason, Alex Case, Workshop and Tutorial Chair of the 123rd Audio Engineering Society Convention, has invited THX Design Engineering Manager Steven Martz to develop events to provide attendees with a crash course in creating sound for interactive gaming.

Game Workshops and Tutorials at the 123rd AES Convention include:

Adaptive Music for Games: Interactive XMF In Depth
Chris Grigg (Interactive Audio Special Interest Group) and panelists Simon Amarasingham (dSonic Inc.) and Brian Gomez (Alchemic Productions) will discuss linear music in a non-linear world. How can a video game’s completely interactive and unpredictable environment reproduce continuous musical content capable of adapting to the playing experience? An insiders view to the creation and implementation of adaptive music.

Audio for Games: Dialog Recording, Workflow and Asset Management
It is not unheard-of to have 9,000 lines of dialog (or other audio assets) in a game. Presenter Jory Prum (studio.jory.org) and Marc Schaefgen (Midway Home Entertainment) will provide a step-by-step look at the monumental task of recording, editing, and organizing voluminous amounts of material. Methods will be presented for script management, session set-up and flow, and actor interfacing.

Developing Audio for Games
Presenter Marc Schaefgen will address the evolution of game audio from simplistic bloops and bleeps to production values that rival Hollywood movies. This tutorial will detail the development cycle of the modern video game, from content creation to completion with a special emphasis on the functionality of a well-integrated audio team.

“In chairing both the Workshop and the Tutorial Committees, Alex Case has done an extraordinary job in researching and coordinating these AES Convention linchpins,” remarked Convention Chair Jim Anderson. “The diversity and authority of these events represent the apex of knowledge sharing, and attendees are certain to reap long-term benefits from their participation.”

Audio Engineering Society
www.aes.org