{"id":62048,"date":"2018-11-13T23:32:00","date_gmt":"2018-11-13T23:32:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/330617"},"modified":"2018-11-13T23:32:00","modified_gmt":"2018-11-13T23:32:00","slug":"video-the-art-of-developing-audio-soundscapes","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/11\/13\/video-the-art-of-developing-audio-soundscapes\/","title":{"rendered":"Video: The art of developing audio soundscapes"},"content":{"rendered":"<p>In this GDC 2018 session, Guerrilla Games&#8217; Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games like <em>Horizon Zero Dawn. <\/em><\/p>\n<p>Woldhek presents the following questions:\u00a0How does the state of a project, team and self influence this experience? How can developers\u00a0take advantage of the opportunities they\u00a0have at each of these states?<\/p>\n<p>Although colored by his personal experience as an in-house sound designer, the ideas and processes can be applied to many departments, employment styles or experience levels.<\/p>\n<p>It&#8217;s an\u00a0insightful talk that&#8217;s definitely worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=NfRtRldvnkA\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2018 session, Guerrilla Games&#8217; Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games like Horizon Zero Dawn. Woldhek presents the following questions:\u00a0How does the state of a project, team and self influence this experience? How can developers\u00a0take [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":62049,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-62048","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\/62048","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=62048"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/62048\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/62049"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=62048"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=62048"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=62048"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}