New York, NY, September 25, 2018 — “The realm of new and emerging audio applications for interactive gaming and extended reality is one of the fastest growing segments of the audio production industry,” says Steve Martz, Game Audio and XR Track co-chair for AES New York 2018. “Best-selling gaming titles continue to vie for top entertainment platforms amongst consumers, while extended reality applications – from high-end computing to mobile apps and streaming – bring new possibilities and insights to both new and old projects and productions.”
The AES New York 2018 Convention, taking place October 17 – 20 at the Jacob Javits Center, will host a multitude of All Access events outlining the latest in Game Audio and XR technologies and practices, along with dedicated presentations covering various aspects of audio production for hit games Shadow of the Tomb Raider, Assassin’s Creed Odyssey and Just Cause 4. The 145th International Audio Engineering Society Convention is set to address these and other topics head-on over four days of presentations and events coordinated by track co-chairs Martz, Gavin Kearney, Michael Kelly and Agnieszka Roginska.
Game Audio engineers and developers will present in-depth sessions outlining audio production and considerations for some of today’s most popular titles. Further, delving into the development of the popular Unreal Engine, in “Writing a New Audio Engine for UE4: Innovation Under Pressure” Aaron McLeran of Epic Games will take a look at both previous and next-gen versions of the engine and discuss the launch of the new audio engine on Fortnite’s six platforms without slowing down audio content production or interrupting an ambitious two-week release cadence.
Further Game Audio and XR events highlight other leading games and technologies in the field. In “Just Cause 4: Guns and Music and Mix... oh my!” Avalanche Studios’ Dominic Vega, Jason Kanter, and Ronny Mraz will provide insight into the music, weapon sound effects and mix of Just Cause 4, includingthe approach taken for design and implementation of these systems throughout the game’s massive free-roaming environments. Further, an overview of Dolby Atmos integration in game audio production will be presented by Eidos Montreal’s Rob Bridgett in “Shadow of the Tomb Raider: A Dolby Atmos Video Game Mix Case Study.”
The complexities of open-world interactive dialog will be a topic of discussion in the presentation “A systemic approach to interactive dialogues on Assassin’s Creed Odyssey – from Speech to SFX to Music” by Lydia Andrew and Greig Newby of Ubisoft, while other important aspects of game audio – working with voice-over talent and preparing for a successful recording session – are covered by Blizzard Entertainment’s Andrea Toyias in “Anatomy of Great Voice Over: A Casting & Recording Primer.”
For further information on these and other AES New York Convention Game Audio and XR events, as well as the complete Technical Program of events and experiences covering all things audio and available only with AES New York All Access registration, visit aesshow.com.
About the 2018 AES New York Convention
All Access registration to AES New York 2018 provides four full days of Technical Program sessions, including the Game Audio and XR Track events, papers and posters, workshops and tutorials (October 17-20), while Exhibits-Plus passes give attendees three days of Exhibition Floor showcases and demos (October 17-19). If it’s about audio, it’s at AES – the ultimate opportunity for audio professionals of all specialties and future audio pros to listen, learn and connect!
Register online at aesshow.com for the best possible pricing and options. All Access registration is the ticket to everything the Convention has to offer. AES Members, including student members, enjoy substantial discounts on All Access registration. Registration at any level for AES New York 2018 includes access to the NAB Show New York exhibition. AES New York 2018 Exhibits-Plus registration is complimentary for AES Members and those using the VIP code “AES18NOW” at checkout.