Austin GDC G.A.N.G. Member Sessions

If you’re going to next week’s Austin Game Developers Conference, be sure to check out these G.A.N.G. member sessions!

1. Kurt Larson
 
A Generative, Adaptive Music System for MMO Games
Speaker: Kurt Larson (Audio Director, Slipgate Ironworks), Chris Mayer (Programmer, Slipgate Ironworks), Jim Hedges (Sound Designer, Comcast)
Date/Time: Monday (September 15, 2008)   3:00pm — 4:00pm
Location (room): Room 10

Session Description
Linear-media music is strained well past the breaking point in Massively-Multiplayer applications. This is a presentation of one viable alternative: the Generative Adaptive Music System (GAMS) developed at Slipgate Ironworks for their upcoming MMO title. The programming approach, the musical goals, and the experience of the composers using the system are all covered. The live demonstration is given by the programmer who built the system and the composer’s tool, the audio director who envisioned the system, and one of the composers who used it to create music.
 
2. Austin Wintory
 
Why Game Composers MUST become 21st Century Artists or Face Extinction
Speaker: Austin Wintory (Composer, Wintory Global Engineering)
Date/Time: Tuesday (September 16, 2008)   9:30am — 10:30am
Location (room): Room 10

Session Description
Austin Wintory, BAFTA-nominated composer for ThatGameCompany’s breakout hit ‘flOw,’ discusses why it is imperative for game composers to regard themselves as artists in order to raise the bar for game music. Even though the industry as a whole is still in its very early years, game scores are already facing an identity crisis that must be addressed if new creative heights are ever to be achieved. 
  
3. Simon Ashby
 
Wwise best practices: A case study with Microsoft Game Studios
Speaker: Kristofor Mellroth (Audio Director, Microsoft Game Studios), Simon Ashby (Product Director, Audiokinetic)
Date/Time: Tuesday (September 16, 2008)   4:30pm — 5:30pm
Location (room): Room 10
Session Description
Audio is one of the most powerful and cost-effective ways to improve the overall gaming experience. Yet it remains the least utilized aspect of game development to date. Wwise, the industry’s only complete audio pipeline solution, can help game developers make the most out of their game audio. In this session, Kristofor Mellroth and Simon Ashby will use concrete examples to discuss several Wwise best practices used to efficiently plan a project, improve audio in games, and deliver great sound experiences.
 
4. Jesse Searls
 
Iron Composer Texas, Year 1
Speaker: Nathan Madsen (Composer-Sound Designer, Freelance), Jesse Searls (Composer, Sound Designer, Ohio State University), Randall Ryan (Lead Composer, HamsterBall)
Date/Time: Tuesday (September 16, 2008)   1:30pm — 2:30pm
Location (room): Room 10

Session Description
Prepare for Battle!

Three game audio participants will be selected from the pool of volunteers by a Mysterious Mystical Traditional Texas Process. Those three will compete LIVE to see who will be Iron Composer Texas during a 60-minute session at Austin GDC. Three months before the event, each participant will be given a description of The Mystery Game. During those three months, they will prepare a keyboard full of sounds and music. On the day of the session, each participant will have a turn at playing their prepared sound set LIVE, while audience volunteers play the game.

But there is one twist: The Secret Ingredient!!!!!!!

Who will win???? Maybe there will be cake for the winner????

5. Matt Tullis
 
Dolby Axon. Better Voice. Better Game.
Speaker: Paul Boustead (Director, Interactive Voice Technologies, Dolby Laboratories), Matt Tullis (Product Manager, Games, Dolby Laboratories)
Date/Time: Monday (September 15, 2008)   4:30pm — 5:30pm
Location (room): Room 10

Session Description
As social interaction becomes an increasingly important part of online games and virtual worlds, voice communication is emerging as a must-have feature. Dolby® Axon enables developers to go beyond basic channel-based chat to deliver an immersive, high-quality 3D voice experience. Dolby Axon is a highly scalable, bandwidth-efficient voice solution that offers flexible hosting options. Come to this session hosted by Paul Boustead, Director Interactive Voice, Dolby Australia, and Matt Tullis, the Dolby Axon Product Manager at Dolby Laboratories, to learn more about this exciting new technology. 
 
6. Mark Tuffy 
 
Neural-THX Surround: Serious Surround Sound for the Multi-Channel Gamer
Speaker: Mark Tuffy (Director of Games, THX Ltd), James Johnston (Chief Scientist, Neural Audio)
Date/Time: Tuesday (September 16, 2008)   9:30am — 10:30am
Location (room): Room 8C

Session Description
THX and Neural Audio are enabling game developers to create real-time, discrete 7.1 soundtracks using a 5.1 or stereo audio codec. Now, you can deliver a true 360-degree gaming experience using existing bandwidth channels and platforms. This session offers an in-depth look at a surround technology that should be the weapon of choice for every sound artist.