SOUND FILES: GOING FROM NEW RECORDINGS TO VAST NUMBER OF READY TO USE ASSETS

Watson Wu

As games become more complex to develop, we require a lot more high quality sounds and variations of these sounds. This session is to show how we can plan, record, edit, and have more than enough asset variations for your titles. Examples of vehicle and weapon recordings will be played out loud to show how a few sessions can lead to a lot of exciting sounds.

Targeted public: This session is for game audio directors and sound designers who want to acquire high volume and high quality sounds without relying on generic and over used sound effects libraries.

Takeaways: How to plan and acquire original high quality sounds for your games.

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