AES 2008 - Interactive Mixing Lecture
April 28, 2009
MP3 Audio: AES Mixing Lecture (17.59mb) Download
By: Rob Bridgett
Tags: audio, game sound, games, lecture, mixing
In video game development, audio postproduction is still a concept that is frowned upon and frequently misunderstood. Audio content often still has the same cut-off deadlines as visual and design content, allowing no time to polish the audio or to reconsider the sound in context of the finished visuals. This tutorial talks about ways in which video game audio can learn from the models of postproduction sound in cinema, allotting a specific time at the end of a project for postproduction sound design, and perhaps more importantly, mixing and balancing all the elements of the soundtrack before the game is shipped. This tutorial will draw upon examples and experience of postproduction audio work we have done over the last two years such as mixing the Scarface game at Skywalker Sound and also more recent titles such as Prototype. The tutorial will investigate:
Why cutting off sound at the same time as design and art doesn't work
Planning and preparing for postproduction audio on a game
Real-time sound replacement and mixing technology (proprietary and middleware solutions)
Interactive mixing strategies (my game is 40+ hours long, how do I mix it all?)
Building/equipping a studio for postproduction game audio.
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Description
sound design for the moving image / interactive media
Latest Posts
- GDC Canada 2009 - Post-production Audio Panel
- AES 2008 - Interactive Mixing Lecture
- Develop 2007 - Interactive Mixing Lecture
- GDC San Francisco 2007 - Scarface Post-Production
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Why cutting off sound at the same time as design and art doesn't work
April 26, 2012