In this GDC talk, CCP Games' Baldur Baldursson, and Erkitonlist Kjartan Olafsson, discuss the need for an intelligent system that can create music in real-time based on what's actually happening in-game and how Eve Online together with Wwise as audio engine can make use of the CALMUS system.
In this GDC session, musicians Russell Brower, Derek Duke, Neal Acree, and Joseph Lawrence present in-depth discussion of the strategies and challenges for creating the distinctive score of Blizzard Entertainment's blockbuster franchise Diablo, and its latest expansion Reaper of Souls.
In this GDC talk, Krillbite Studio's Martin Kvale & Art in the Heart's Mattias Dittrich talk about designing GoNNER from inception to release, while maintaining a healthy synergy between design and audio that goes both ways.
In this 2016 GDC session, composers Gordy Haab & sound designer David Jegutidse discuss building on the foundation set by John Williams and Ben Burtt to create the musical and audio soundscape for DICE'S Star Wars Battlefront.
Join Audio Director Rob Bridgett and Composer Brian D’Oliveira, as they take you through their three-year journey to craft the sound and music of Shadow of the Tomb Raider. From dense jungles and bustling city hubs to terrifying tombs and underwater cenotes – the game’s rich environments.
In this podcast by Film Riot, Rob Krekel (Audio lead at Naughty Dog) about designing sound to enhance a story and how audio for video games is different from film.
An extensive sound design deconstruction of the Toxicity Challenge scene from Monsters University!