6. GDC2019 – Audio Sessions (1)
・Creating More Immersive Experiences: 3DSP Audio SDK + Hand Tracking SDK (Presented by HTC VIVE)
・Audio Bootcamp XVIII: How a Systemic Approach to Game Audio Increased Creativity and Productivity for 'Assassin's Creed Odyssey'
・Audio Bootcamp XVIII: TheatricalInteractivity in Video Game Music
・Audio Bootcamp XVIII: Lunchtime Surgeries
・Audio Bootcamp XVIII: 'Angry Birds 2': How Audio Changes Everything
・Audio Bootcamp XVIII: Developing Voices
・Audio Bootcamp XVIII: Loop Clinic: Seamless and Fatigue-Free Music and Sound Design Looping Techniques for Interactive Entertainment
・Audio Bootcamp XVIII: Everything You Need to Know About VR Audio Can Be Learned from Your Car
・Audio Bootcamp XVIII: Indie Freelancing: Creating Community and Collaboration
・'Battlefield V' AI Dialogue
・The 'Banner Saga' Franchise: Making Indie Sound AAA
・Advancing Audio Roundtable
・Building a Mixing Sandbox for 'Just Cause 4'
・Project Acoustics: Fast and Accurate Physically-Based Rendering for Acoustic Design (Presented by Microsoft)
・'Torn': Music Inside a Virtual Movie
・Unwebbing the Music Production of Marvel's Spider-Man (Presented by Sony Interactive Entertainment)
・Collaborative Approaches to Getting Great VO Performances
・Music in a Sandbox: The Dynamic Music of 'Just Cause 4'
・Spatial Sound: Bringing Immersive Game Audio to Millions of New Devices and New Formats (Presented by Microsoft)
・G.A.N.G. Town Hall
・Powering Spatial Audio on GPUs Through Hardware, Software, and Tools (Presented by AMD)
・Adapting Linear Audio Techniques to Improve Voyeurism and Emotional Engagement in Horror Games
・Emotional Storytelling Through Music in 'Moss'
・Women/Marginalized Genders in Game Audio Roundtable Day 1: Navigating the Workplace
・Demo Derby: Sound Design
・Game Audio Programming Roundtable Day 1: Game Integration
・'Life is Strange': Music in a Narrative Driven Game
・Unreal Engine's Audio Rendering: Retrospectives and Case Study Analysis (Presented by Epic Games)
・Freelance Music Design and Beyond
・Game Audio Culture Roundtable Day 1: How Cultural Diversity Could Be the Key to Success
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7. GDC2019 – Audio Sessions (2)
・Magic Markers
・Adventures in III Audio: 'Yoku's Island Express'
・The Business of Game Music: Expert Panel
・Creating Realistic Acoustics with Oculus Audio Propagation (Presented by Oculus)
・Demo Derby: Music
・Vehicle Recordings for Modern Games
・Add, Fix, and Mix: Audio for Live Games 'Killing Floor 2' and 'Rising Storm 2'
・Game Audio Programming Roundtable Day 2: Low-Level Topics
・How Music Enhances Virtual Presence
・The Sound Design for 'God of War'
・Women/Marginalized Genders in Game Audio Roundtable Day 2: Online Presence in the Context of Gamer Culture
・'Moss': Design Before Sound
・Shipping Greatness: Practical Lessons from Audio Production on 'God of War'
・Audio Directors Roundtable: Audio Department Best Practices Day 1
・Bringing Virtual Audio into the Real World with 'Create'
・From Trumpets to Transients: A Composer's Guide to Sound Design
・Game Audio Culture Roundtable Day 2: How Culturally Appropriate Audio Could Save Your Game
・The Influence of Pre-Hispanic Culture on 'Shadow of the Tomb Raider'
・The Power of Music in the Immersive World of 'Assassin's Creed: Rogue' and
'Assassin's Creed Origins: The Curse of the Pharaohs'
・17th Annual Game Audio Network Guild Awards
・Designing the Bustling Soundscape of New York City in 'Marvel's Spider-Man'
・Game Audio Programming Roundtable Day 3: Free-for-All
・Relative Perfection: Finding the Balance Between Flawed and Flawless
・Audio Directors Roundtable: Audio Department Best Practices Day 2
・Spatial Audio in 'Budget Cuts': A VR Stealth Game
・The Musical Brush: The Interactive Music of 'Concrete Genie'
・25th Annual IASIG Town Hall
・Introduction to Machine Learning for Game Audio
・The Gangs Bite Back: Music and Sound of 'Crackdown 3'
・The Music of 'BATTLETECH': Big Sound on a Budget
・Three-Way VR Audio Postmortem
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