{"id":10834,"date":"2018-01-19T19:00:00","date_gmt":"2018-01-19T19:00:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/313353"},"modified":"2018-01-19T19:00:00","modified_gmt":"2018-01-19T19:00:00","slug":"get-insights-about-working-in-game-audio-at-6pm-est","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/01\/19\/get-insights-about-working-in-game-audio-at-6pm-est\/","title":{"rendered":"Get insights about working in game audio at 6PM EST!"},"content":{"rendered":"<p>This year at GDC 2018, audio director Richard Ludlow will be <a href=\"http:\/\/schedule.gdconf.com\/session\/audio-asset-management-tips-and-tricks\/852545\">presenting a practical session<\/a> meant to help audio engineers of all backgrounds in game development. It&#8217;s a session dedicated to asset management, a topic that may not spark a massive amount of excitement, but it&#8217;s a part of game development that every department has to wrangle with, not just game audio.\u00a0<\/p>\n<p>At Gamasutra, our interest in this session extends beyond asset management however, and into the work of speaker <a href=\"https:\/\/hexanyaudio.com\/\">Richard Ludlow,<\/a> an audio director who&#8217;s worked with Ubisoft, The Odd Gentlemen, and Tencent. We (shamefully) don&#8217;t spend a lot of time discussing game audio on this fine website, so today at 6PM EST on the Gamasutra Twitch channel, we&#8217;ll be chatting with Ludlow about his work and discussing the finer points of game sound.\u00a0<\/p>\n<p>If you&#8217;ve got key audio questions, whether they&#8217;re career-related or tech-related, you should join us! And while you&#8217;re at it, be sure to <a href=\"http:\/\/twitch.tv\/Gamsutra\">follow the Gamasutra Twitch channel<\/a> for more developer interviews, editor roundtables and gameplay commentary.\u00a0<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This year at GDC 2018, audio director Richard Ludlow will be presenting a practical session meant to help audio engineers of all backgrounds in game development. It&#8217;s a session dedicated to asset management, a topic that may not spark a massive amount of excitement, but it&#8217;s a part of game development that every department has [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":10835,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-10834","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/10834","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=10834"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/10834\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/10835"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=10834"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=10834"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=10834"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}