Audiokinetic at GameSoundCon 2023

October 17th & 18th
Burbank Convention Center | Burbank, CA

Join us in the Sunset Room at GameSoundCon!

Tuesday, October 17th

8:00 AM – 9:00 AM | Wwise Up: GameSoundCon

Location: Academy 1

Grab a beverage and drop-by the Audiokinetic booth in the Expo Hall for some open-ended conversation about Wwise and interactive audio.

9:25 am – 10:25 am | Interactive Music (Part 1) - Understanding the Process from Composition to Game Play

Speaker: Robert Brock (Director of Education, CRAS)

Interactive music is a buzz phrase that everyone has heard, but many are unclear about the workflow necessary to create a truly interactive score. To understand the process, you’ll see how a conventional DAW and Audiokinetic’s Wwise software can take a game that is musically void, to one where the player’s actions control the musical soundscape. Through the process you’ll see how interactive music impacts: Compositional process, song structure and organization within a DAW, mixing considerations, file delivery, integrating music assets into the game, & game play.

Seeing this demonstration will help you better understand a game studio’s needs and help you make better decisions during the earliest phases of the creative process.

10:45 am – 11:45 am | Wwhy Wwise? Perspectives and Wways to Convince your Projects to use MiddleWware

Speakers: Debbie Gonzalez (Sound Lab a Keywords Studio, EP/Head of Studio) & David Kai (DK) Chow (Team Audio, Sr. Audio Director)

Presenting two perspectives from an outsource point of view about the strategies and successes informing the use of middleware tools across projects. Presentations will provide a spectrum of opportunity for folks working to advocate for creative tools and workflows.

12:15 PM – 1:15 PM | Strata - A sound library, in multitrack format

Speakers: Simon Ashby (Audiokinetic, Head of Product) & Simon Pressey (Audiokinetic, Product Owner)

Audiokinetic recently released a new generation of sound effects, where sounds are delivered in multitrack projects. Designed from the ground-up with all audio sources, clip edits, tracks and effect parameters in ready-to-edit REAPER multitrack format, Strata™ lets you fine-tune sounds to perfection in a matter of seconds. This session will provide an overview of Strata and the value it can bring to your production and creation.

2:45 PM – 3:45 PM | Introduction to Wwise: Hands-on Quick Start to Game Sound Integration

Speaker: Robert Brock (Director of Education, CRAS)

In this fast-paced session, starting from a completely blank Wwise project, you'll quickly learn the interface, discover the most important elements of the software and see how creative you can get with sound effects integration. Most importantly, you'll build your assets into a game and be able to hear your sonic masterpiece in actual game play. Bring your Windows or Mac (OS X Mountain Lion v10.8 and up) computer and headphones and we'll provide the software and project files.

4:15 PM – 5:15 PM | Spatial Audio - Acoustic Phenomena Principles and In-Game Audio Examples

Speaker: Damian Kastbauer (Audiokinetic, Product Manager)

This session will showcase 3D audio implementation techniques and approaches using the Wwise Audio Lab sample game in Unreal which features a series of game environments designed for experimenting with various Spatial Audio & Spatial Acoustic methods.



Wednesday, October 18th

8:00 AM – 9:00 AM | Wwise Up: GameSoundCon

Location: Academy 1

Grab a beverage and drop-by the Audiokinetic booth in the Expo Hall for some open-ended conversation about Wwise and interactive audio.

9:00 am – 10:00 am | Audio Optimization for Mobile Games – A Case Study and Intro to the Wwise-251 Certification

Speaker: Dave Kalberg (CRAS, Game Audio / Mastering Instructor)

An average mobile game can have hundreds of assets making integration difficult and tricky. Creating lush soundscapes while working within the constraints of mobile platforms requires an entirely different set of knowledge and tools. CPU, memory, and battery optimizations are paramount considerations for the mobile platform.

This session demonstrates how with Wwise and the 251 certification course, you will have everything you need to accomplish this epic task! The free 251 course will introduce you to conversion and compression settings, voice management and prioritization, SoundBank granularity and system memory usage. You’ll take a look at how a 2-man indie game company Ghost Street Games used Wwise and the 251 course to accomplish this for their Unity developed retro shooter game ExtraGalactica.

10:30 am – 11:30 am | Strata - A sound library, in multitrack format

Speakers: Simon Ashby (Audiokinetic, Head of Product) & Simon Pressey (Audiokinetic, Product Owner)

Audiokinetic recently released a new generation of sound effects, where sounds are delivered in multitrack projects. Designed from the ground-up with all audio sources, clip edits, tracks and effect parameters in ready-to-edit REAPER multitrack format, Strata™ lets you fine-tune sounds to perfection in a matter of seconds. This session will provide an overview of Strata and the value it can bring to your production and creation.

11:45 am – 12:45 pm | Interactive Music (Part 2): Exploring Interactive Music Structures and Strategies

Speaker: Simon Ashby (Audiokinetic, Head of Product)

This session invites composers and sound designers for an in-depth look into the tool chest of compositional techniques by examining a variety of Wwise projects and videos from shipped games.

2:30 pm – 3:30 pm | Spatial Audio: Acoustics - Techniques in Wwise & Unreal

Speaker: pdx (audio engineer, Twittering Machine)

This presentation will describe and demonstrate a variety of techniques available in Wwise for creating diverse acoustic environments in Unreal. New features in the Wwise 2023 Beta will be highlighted, including Reverb Zones, Distance Warping, MetaSounds/AudioLink, and more.

4:15 PM – 5:15 PM | Wwise Unity Integration – An Intro to the Wwise-301 Certification Course

Speaker: Dave Kalberg (CRAS, Game Audio / Mastering Instructor)

With the increasing demand for sound designers to be able to implement their own assets, it is crucial to understand the integration process and how to set up connections between Wwise and the game engine. This session will take a look into the Wwise Unity integration process and how the free 301 Certification course can give you knowledge to be self-sufficient and competitive in this growing field.

Tuesday, October 17th

12:15 pm – 1:15 pm | Scoring Terror (The Music of Outlast Trials)

Speaker: Tom Salta (Tom Salta Masterclass Series & AutoBounce)

Location: Academy 2

12:15 PM – 1:15 PM | Cyberpunk 2077 Phantom Liberty: Sound design - taking it up a notch

Speaker: Michał Pukała (CD Projekt RED, Senior Sound Designer)

Location: Academy 3

12:15 PM – 1:15 PM | Storytelling through Grunts: In-between the Dialogue of God of War Ragnarök (STUDIO DEEP DIVE)

Speakers: Tyler Held (PlayStation Studios, Dialogue Designer), Heather Plunkard-Serge (SIE, Sr. Dialogue Designer), Kevin McClelland (PlayStation, Dialogue Designer)

Location: Academy 4

2:45 PM – 3:45 PM | Stray Gods: Creating an interactive musical

Speaker: Austin Wintory

Location: Academy 2

2:45 PM – 3:45 PM | Cyberpunk 2077: Phantom Liberty VO Pipeline and Voice Design Vision

Speaker: Patryk Woźniak (CD Projekt Red, Senior Sound Designer) & Justin Dick (CD Projekt Red, Senior Sound Designer)

Location: Academy 4

4:15 PM – 5:15 PM | From Edit to Engine: Designing Interactive Music Systems for God of War Ragnarök (God of War DEEP DIVE)

Speaker: Sonia Coronado (SIE - PlayStation Studios, Music Designer) & Bradley Gurwin (PlayStation Studios, Music Designer)

Location: Academy 2



Wednesday, October 18th

9:00 AM – 10:00 AM | A Journey to Riot Games - Finding Proactivity in Passion

Speaker: Emmanuel Lagumbay (Riot Games, Sound Designer)

Location: Academy 3

10:30 AM – 11:30 AM | Divine Amplification: God of War Ragnarok’s evolution of Kratos & Atreus - (God of War DEEP DIVE)

Speaker: Bryan Higa (Sony Interactive Entertainment, Senior Sound Designer)

Location: Academy 2

11:45 AM – 12:45 PM | Creating the Epic Mix for God of War Ragnarök - (God of War DEEP DIVE)

Speakers: Tyler Michael Kent (PlayStation Studios, Senior Sound Design Supervisor) & Alex Previty (PlayStation, Senior Sound Designer)

Location: Academy 2

11:45 AM – 12:45 PM | The Lamplighters League: Music Systems and Live Recording pt. 2

Speaker: Jon Everist (Freelance, Composer)

Location: Academy 3

3:15 PM – 3:45 PM | ‘Dark Pictures: Season 1': 4 games in 4 years: Audio Systems for Narrative Horror

Speaker: Barney Pratt (Supermassive Games, Senior Audio Director)

Location: Academy 3

3:15 PM – 3:45 PM | The Sound of "Lamplighters League: Tower at the End of the World"

Speaker: Rob Pearsall (Rip Street Audio, Audio Director/Composer)

Location: Academy 2

WWISE LOGO_REV-2

Powering interactive experiences and real-time performing technologies, Wwise® features a complete suite of design and development tools, making it easy to prototype and bring to life your creative vision for audio, no matter the scale of your project. 

Learn more
STRATA_LOGO_REV-2

Designed from the ground-up with all audio sources, clip edits, tracks and effect parameters in ready-to-edit REAPER multitrack format, Strata™ lets you fine-tune sounds to perfection in a matter of seconds.

Learn more