~/talk

Sound in a Video Game

TalkinSpanishat Gamelab Barcelona 2020 Live · 2020-06-23..06-25· [game-development]
links:none on file
slides:none on file

Describes building the audio department for Fall Guys at Mediatonic and delivering remaining sound assets in a three‑month production sprint. Covers using FMOD middleware (speaker prefers Wwise), recording with a Zoom H6 and contact mic, editing in Logic Pro and RX7, and handling live‑game constraints like ~300 simultaneous instances and tight memory/performance budgets. Stresses documenting the tech/pipeline, sharing convolution reverb tools, recording and experimenting in preproduction, and optimising audio early rather than leaving it to the final weeks.

AI-written summary · about

  1. 0:00Introduction
  2. 3:34Presentation
  3. 12:04Mediatonic
  4. 19:32Overview
  5. 24:06Training
  6. 27:49Processes During a Project
  7. 28:13Pre-Production
  8. 34:58Release
  9. 36:02Tools
  10. 43:42Middleware
  11. 46:05Tackling a Project
  12. 47:09Resources for the Sound Designer
  13. 48:19Focusing Audio on Your Project
  14. 50:14Properly Focusing Audio on Your Project
  15. 52:15Sound in Mobile Games
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