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Design & Narrarive [clear filter]
Tuesday, October 23
 

4:00pm AEDT

Fireside: Nick Suttner talks to Tim Best
Speakers
avatar for Nick Suttner

Nick Suttner

WRITER, DESIGNER, CONSULTANT, NICK SUTTNER
Nick has spent 10+ years championing the best independent videogames, first in the press at EGM/1UP.com, and then in senior account/biz dev roles at PlayStation and Oculus, signing titles such as The Witness, Firewatch, and Thumper.Nick has also written multiple books on the work... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm AEDT
Fireside Room 208
 
Wednesday, October 24
 

11:30am AEDT

Dismembering 'The Forest'
Presented by Michael Theiler and Trevor Dikes of Kpow Audio.

Dismembering 'The Forest' is an in-depth audio post-mortem discussing the design, implementation, and technical approaches taken to create the dynamic and meaningful soundscape for the highly acclaimed, open world multiplayer survival horror game.

Aimed at a medium to advanced level, the session will cover: Foley recording; asset design; the use of audio middle-ware; and the implementation methods taken to create a rich, and suspenseful in-game experience. While based primarily around the use of audio in The Forest, developers from all disciplines will benefit from project-based examples that can assist in the setting-up or improvement of their audio production pipeline.

Speakers
avatar for Trevor Dikes

Trevor Dikes

TECHNICAL AUDIO DESIGNER, KPOW AUDIO
Trevor is a Technical Audio Designer for Kpow Audio and is based in Melbourne, Australia.Trevor has worked on games such as The Banner Saga 2 & 3, The Forest, Armello, Paperbark and L.A. Noire: The VR Case Files.Trevor has been nominated for multiple G.A.N.G (Game Audio Network... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm AEDT
ROOM 209

1:30pm AEDT

Delivering Their Vision
How do you translate another's vision into a game?
When working with established properties or a clearly defined art bible we can build ourselves into a corner as we try to work out how we can translate these things into functional production art for a game.

Dean's talk will look at this process and how to identify what is essential from the source material while not being distracted by just reproducing the art, how does it fit your project and can you find ways to showcase what is special about it while understanding the natural constraints of your project.
Examine successful examples, deconstruct Dean’s own personal experiences along with challenges faced on past projects.

This talk will also discuss ways to better communicate or translate your own vision to a production team while understanding these constraints.
These solutions can be technical and creative sometimes requiring a full team's perspective.

Just being faithful to the original design isn't enough if it doesn't fit with the needs of your game.

Speakers
avatar for Dean Walshe

Dean Walshe

DIGITAL ARTIST, BLUE MANCHU
Dean is a digital artist currently working with Blue Manchu on a new unannounced title, for this project he is handling a variety of art related responsibilities.Dean has worked on a variety of franchises over the years from Star Wars through to more recently his work as environment... Read More →


Wednesday October 24, 2018 1:30pm - 2:20pm AEDT
ROOM 209
 
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