Matthew Florianz
Lead Sound Designer, Frontier Developments
Session: The Challenge Of Creating Audio For Planet Coaster (And What You Can Learn From It)
Descriptor: Overcoming some of game audio’s most head-scratching challenges, the problem-solving process itself, and examples of specific creative solutions and inventive approaches. Problems, solutions and universal lessons learned.
Quote: “I recall Mark Yeend’s closing statement in 2013 when he noted that audio quality was no longer an issue. He proposed a need to design systems for audio and think about the mix, propagation and management of sound. Fast forward to 2017 and that’s exactly what Frontier’s audio systems are doing on Planet Coaster. The keynote back then offered a glimpse into the future and the audio track is great for this kind of foresight, learning, networking and best practices.”
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Jay Steen
Software Engineer/Audio Lead, Criterion Games
Session: Star Wars: Battlefront Rogue One: X-Wing VR Mission
Descriptor: How Criterion Games approached adapting the sound of Battlefront to the new medium of VR.
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Robert Bantin
Principal Audio Programmer, Codemasters
Session: Open Mic 2017
Descriptor: An inclusive town hall style discussion about the current and future state-of-the-art of game audio.
Quote: “There are many games industry conferences, but few are just for us – the developers – and none are quite so intimate as this one.”
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Stephen O’Callaghan
Head of Sound, Tools & Technology, Creative Services Group, Worldwide Studios | Europe, Sony Interactive Entertainment Europe
Session: Open Mic 2017
Quote: “I always return from Develop with fresh ideas and the motivation to try and push the boundaries of audio in our games.”
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Michael Kent
Audio Director, Mass Effect: Andromeda
Session: Mass Effect: Andromeda Audio Retrospective
Descriptor: Mass Effect: Andromeda’s AD deep dives on methodologies, vision, strategy and lessons learned during an epic audio production.
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Jeremie Voillot
Studio Director of Audio, Bioware
Session: Interactive Music Masterclass: Designing A Contextual & Scripted Music System
Descriptor: A masterclass on designing holistic and interactive music systems for a seamless musical presentation.
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Adele Cutting
Founder & Audio Director, Soundcuts Ltd
Session: Open Mic 2017
Quote: “Develop is one of the key events in my calendar, a chance to catch up with the audio community, friends and developers here in the UK. The audio track is a must-see, especially if you’re starting out in the industry, as you basically have everyone you could ever wish to speak to in one room at once.”
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Hugh Edwards
Voice Director, High Score Productions
Session: How To Not Screw Up Your Dialogue Project
Descriptor: A tour of the most common pitfalls unprepared gamedevs encounter on dialogue projects for videogames.
Quote: “I’ve been to Develop in Brighton for eight years and it’s one of the most inclusive, interesting gaming conferences in the world – plus the nightlife is fairly spectacular!”
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Tom Hays
President, Rocket Sound LLC (USA)
Session: Open Mic 2017
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Loic Couthier
Supervising Sound Editor, WWS Creative Services Group – London, Sony Interactive Entertainment Europe
Session: How Audio Pre-Production Can Boost Project Productivity
Descriptor: Wipeout Omega’s supervising sound editor on establishing audio direction and maximising production value & efficiency through best practice pre-production.
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