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• Sound Design And Implementation For Indie Game ‘Garden Life’
• Visual Scripting For Game Audio
• How Do Audio Workflows Vary Across Different Media?
• 5 Confessions From Working In Audio
• How To Apply For A Job In Game Audio
• What Is It Like Working As A Junior Sound Designer?
• How Your Game Audio Education Can Prepare You For Work
• Wholesome Soundtracks For Wholesome Games
• Staying Motivated To Find Paid Audio Work
• Dealing With Bugs, Deadlines And Other Game Audio Problems
• Recording Sounds for ‘Hogwarts Legacy’
• Using Haptics to Augment Game Audio
• Supporting Story with Sound In Indie Game ‘The Quiet Things’
• Maclaine Diemer On Composing For Guild Wars 2
• Damian Kastbauer Answers Your Questions About Wwise
• Make Better Sound Design With These Tips
• How These Experiments Will Improve Your Audio Creativity
• Integrating Max/MSP With Unreal Engine 5
• Can You Compose Music In Reaper?
A deep dive into the audio design, music, and implementation of Garden Life. We’ll look predominantly at the semi-random music system implemented in FMOD and Unreal 5; a sound portal system used to create immersive, realistic, and comfy ambient sound transitions; and other common implementation challenges that cropped up in development.
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A beginner talk looking at the basics of how visual scripting can help game sound designers have more creative power and overcome possible fears of this technical area of implementation. I’ll focus on a practical example in UE5 with blueprints and metasounds and draw in other demos.
Together, Anne-Marie, Erin, and Dan have experience creating audio for almost every different media format there is. We will be chatting about workflow differences between designing for different media, as well as general audio design discussion and the current trends in the industry.
A follow-up talk to AirCon23’s Confessions of an Audio “Professional”. Ross will be twice as confessional, and half as professional.
Katie discusses all of the different things to consider when creating a job application for a game audio role, particularly for junior roles or internships.
Lewis chats to another three junior sound designers about how they recently got their first position in game audio.
Blending educational creativity with professional attributes and skills for career success is not just a mandate from higher education institutions but also a shared goal among current and future students. In this talk I’d like to discuss how we can achieve this in game audio education.
Rob will talk through their process of creating an entire OST for a wholesome mobile MMO, from concept to mastering. This talk will cover themes, leitmotifs, melodies, target audience, design pillars, trends, all kinds of stuff – loaded with examples!
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Lewis will be discussing the pitfalls of looking for a job and talking about ways you can motivate yourself to apply, create, and generally give a positive push for those looking for work.
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Game development never goes according to plan. Tools break, information gets lost, deadlines move and there are bugs, lots of bugs. In this talk you’ll gain the skills to not only tackle problems head on with confidence but also prevent and change your mindset towards them.
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Including details of preparation, adventure, and reflection, this session recounts a field recording trip for Hogwarts Legacy that took place in April 2022. What went well, what went wrong, and what did we learn for the future?
David talks about how haptics can be used to compliment game audio and how it should be part of the audio production pipeline rather than being left to the programmers to implement by themselves. Haptics can provide vibrations and tactile feedback that is much richer than we currently see in typical games.
The Quiet Things is the debut game from indie studio Silver Script Games, founded by Alyx Jones, who has experience primarily as a professional in game audio, before moving over to start her own studio. This talk will cover making an indie game, with a deeper look at dialogue, sound design and music.
A live episode of Level with Emily Reese! Emily talks with composer Maclaine Diemer about his music for games, whether he writes and produces the music in a studio by himself (as he did for Cyan Worlds’ Firmament) or he composes a massive orchestral score for Guild Wars. We’ll also chat about his music for Crucible, the free-to-play shooter pulled by Amazon.
Ever had a burning question about Wwise but never knew who to ask? Software Product Manager Damian Kastbauer hosts this informal Q&A to give the community an opportunity to surface questions about Wwise. All questions asked will be addressed, but will they be answered? Drop by to find out!
A discussion about best practices for designing sound: thinking about layers of sound and the frequencies of the layers in order to complement one another once getting to the mix.
Matthew talks about leaning into the weird side of audio, and getting the most personality out of the strangest sources.
Marta will show how to interface Max/MSP and UE5 to exchange data back and forth by setting up OSC servers and clients, how to drive particle systems in UE from Max, and how to send the player position to Max to drive a granulator.
We won’t have time to build everything from scratch, so please download the project files here if you want to follow along: https://github.com/NoOne511/UE5-MaxMSP-OSC-comm
Also, make sure to have those libraries installed in Max/MSP:
Spat 5 from IRCAM Forum website, login and download: https://forum.ircam.fr/projects/detail/spat/
From Max/MSP package manager:
– odot by CNMAT
– MuBu for Max
– catart-mubu
Jon talks about tips on how to make the transition to Reaper for making music, how to set up your projects, and how to improve the out-of-the-box midi editing tools.
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