~/talk

Engines of Creation: Informative Vs Instructional Sound

Talkat Games Gathering Bratislava 2022 · 2022-10-18..10-21· [creative-coding]
name:Rob Carr
links:none on file
slides:none on file

Distills when sound must instruct versus merely inform, with concrete studio practices and hard limits. Uses a three-mic footstep rig (salted pallet, buckled boots) to localize players, ties weapon tails to elevation in Nine to Five, and warns of a runtime 156 voice limit that forces baking: original multi‑element gunshots collapse to a baked gunshot to five voices. Shows diegetic vs non‑diegetic routing, priority/conductor systems, and real multiplayer pitfalls like birds revealing all players.

AI-written summary · about

  1. 0:00Welcome
  2. 2:32Instructional vs informative sounds
  3. 8:20Diegetic vs non-diegetic sound
  4. 12:19Sound in game narrative
  5. 17:07Examples in games
  6. 22:06Why sound design matters
  7. 26:59Sound design problems and fixes
  8. 31:57Creative audio design
  9. 34:24Red Hill Games hiring
  10. 36:31Q&A
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