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![]() | AES Presses Play With Game Audio TrackIn keeping with the skyrocketing trajectory of its namesake, the popular AES Convention Game Audio Track continues to break new ground. Committee Co-Chairs, Jim McTigue and Valerie Tyler, report that Game Track Chair, Steve Martz, has developed a group of innovative presentations guaranteed to fascinate, stimulate and educate attendees. “As a Sr. Design Engineer at THX Ltd., and an accomplished studio design consultant for over 1500 rooms including Park Road Post, Skywalker Sound, PIXAR, Lightstorm Entertainment, Sony and NHK, Steve Martz is eminently qualified to chair our Game Audio Track,” Valery Tyler said. “The events and presenters he has assembled for the 133rd AES Convention are exemplary, and we anticipate an extremely high turnout for each of them. 133rd AES Game Audio Track Events Include:BUILDING AN AAA TITLE: Presenters: An all-star group from Red Storm Entertainment, a leading game development company formed by best-selling author, Tom Clancy. Participants include: Justin Drust, Audio Director; Chris Groegler, Audio Lead/Voice Producer; Fran Dyer, Sound and Music Designer; Matt McCallus, Audio Programmer; and Matte Wagner, Sound Designer. This panel will present a rare look at the genesis to completion of a AAA title by a world-class creative team. Attendees will see the inner workings of the collaborative process as the group engages multiple Ubisoft studios to create the Tom Clancy's Ghost Recon: Future Soldier Multiplayer experience. HOW TO USE THE ‘INTERACTIVE REVERBERATOR,’ Theoretical Bases and Practical Applications: Chair, Steve Martz, Sr. Design Engineer, THX Ltd. Presenters: Masataka Nakahara (Onfuture); TBN, Capcom 1; TBN, Capcom 2; TBN, Nihon Univ. The ability to apply realistic computed acoustic responses interactively for video game sequences is an invaluable asset for in-game sound processing. The presenters developed the ‘Interactive Reverberator’ to enable acoustical properties to be easily adjusted even after the calculated results are given. The workshop will introduce algorithms and basic functions of the Interactive Reverberator and illustrate practical application techniques with 5.1ch runtime demos. NEW MODELS FOR GAME AUDIO EDUCATION IN THE 21st CENTURY: Moderated by Steve Horelick (macProVideo) and panelists tbc. This Education Panel will review the new ways in which the Internet and Social Media are changing the face of game audio education. FORMAL GAME AUDIO EDUCATION PROGRAMS: The panel will explore learning courses now taking root across the globe. From full-fledged degree programs to one-year certificate programs to single class offerings, the word on the street is that game audio education is a hot topic. This panel will assemble department heads from top public and private institutions to discuss the current landscape and offerings in audio for interactive media education. Students seeking a solid education in sound and music for games and interactive media will find a comprehensive overview. DEMO DERBY and SOUND DESIGN CRITIQUE: Moderator, Paul Lipson, Microsoft Music. Attendees will submit 60 seconds of their best work for a detailed critique and feedback from a team of leading pro audio director/producers. An active discussion with fellow panelists and audience members will follow. The Derby is open to game audio practitioners of all levels, including producers, composers, directors. AUDIO SHORTS (TOOLS): Three presenters will each serve up 20 minute-long overviews on specific sound design tools that matter most to them e.g. sound libraries and favorite plug-ins. The session will conclude with a Q and A. TECH TOUR: San Francisco is home to Playfish and PopCap, two of Electronic Arts' newest studios. Redwood Shores’ Julie Wynn will conduct an AES Tech tour of these studios which are located along the tranquil Embarcadero overlooking the Bay Bridge. Visit www.aes.org/events/133/ for further information. |
quarta-feira, 5 de setembro de 2012
AES Presses Play With Game Audio Track
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