Blog homepage

Join Audiokinetic at GDC 2023

Community & Events / Game Audio

We’re excited to finally be back on the Expo floor at GDC 2023, taking place March 20-24 at the Moscone Center in San Francisco! We have some exciting presentations happening at our booth space & an incredible team for you to meet on the ground.

Subscribe

Visit us at Expo booth S941 to discover how Wwise 2022.1 and Strata simplify the work of programmers and empower audio teams to deliver superior immersive experiences. In addition to members of the Audiokinetic team, we’ll also be joined by partner GME, who’ll be demoing their immersive in-game VoIP solution. Additionally on-hand will be Robert Brock & David Kalberg of the Conservatory of Recording Arts and Sciences (CRAS) who will be demoing Wwise education and certifications. 

Community Pod Presentations

You’ll also want to take the opportunity to tune into the talks at our community pod, where presenters will be lifting the hood on the audio work that goes into a project. The schedule for these talks is as follows:

Wednesday, March 22 | 10:30am - 11:30am | "New game+" - Re-mixing the handshake between Wwise and Game Engine
Philip Eriksson (Audio Director, Hazelight)
Joakim Enigk Sjöberg (Senior Technical Sound Designer, Hazelight)

Wednesday, March 22 | 1:30pm - 2:30pm | GME Integration for Wwise: An Immersive In-Game VoIP Solution
Peng Gao (GME Technical Lead, Tencent Cloud)

Wednesday, March 22 | 3pm - 4:15pm | Strata: Your Sound Library, in Multitrack Format
Simon Ashby (Head of Product, Audiokinetic)
Simon Pressey (Strata Product Owner, Audiokinetic)

Wednesday, March 22 | 4:30pm - 5:30pm | Night City Wwise: a dive into the Cyberpunk 2077 Wwise Project
Colin Walder (Engineering Director, Management & Audio, CD PROJEKT RED)
Marek Bielawski (Senior Audio Programmer, CD PROJEKT RED)
Mateusz Szymanski (Acting Lead Sound Designer, CD PROJEKT RED)

Thursday, March 23 | 10:30am - 11:30am | Outcast 2: Deep-dive into the Wwise Project
Pablo Schwilden Diaz (CTO, Demute)

Thursday, March 23 | 2:30pm - 3:45pm | Strata: Your Sound Library, in Multitrack Format
Simon Pressey (Strata Product Owner, Audiokinetic)

Thursday, March 23 | 4:30pm - 5:30pm | Playing to the Beat: The Co-Dependence of Sound and Music in Redout 2
Paolo Armao (Audio Director, 34BigThings)

Friday, March 24 | 10:30am - 12pm | Telling Stories through In-game Field Recording, Music and Haptic Feedback in Season: A Letter to the Future
FX Dupas (Co-Founder, Composer and Creative Director, Vibe Avenue)
Mathieu Lavoie (Co-Founder, Composer and Creative Director, Vibe Avenue)

Friday, March 24 | 1:30pm - 2:30pm | Back 4 Blood Music System Demo
Martin Stig Andersen (Composer and Audio Director, Independent)
Alex Pappas (Audio Programmer, Turtle Rock Studios)

For more information, head over here and take a look in the “Presentations” tab: https://info.audiokinetic.com/gdc-2023 

The Drifting Guide to Game Audio GDC 2023

Product Manager Damian Kastbauer has also written a guide to the conference if you’re interested in going deeper into what’s happening on the ground. You can find that over on The A Sound Effect Blog: The Drifting Guide to Game Audio GDC.

Subscribe

Audiokinetic

Audiokinetic

Audiokinetic sets new standards in audio production for interactive media and games. The company’s middleware solutions, including the award-winning Wwise® and SoundSeed®, empower sound designers and audio programmers with a cost effective, comprehensive authoring tool and audio engine for creating innovative interactive experiences. Audiokinetic is headquartered in Montréal, QC, Canada, has subsidiaries in Tokyo, Japan, and Shanghai, China, as well as Product Experts in Europe.

 @audiokinetic

Comments

Leave a Reply

Your email address will not be published.

More articles

Unleashing the Wwise Integration in Unity: Wwise-301 Certification is live!

Remember the Wwise Adventure Game? Well, we just launched Wwise-301: Wwise Unity Integration, a new...

27.11.2018 - By Mads Maretty Sønderup

It’s the Little Things: How Mortal Kombat 11’s Smallest Audio Details are Actually Accessibility Features

Fighting games, by their very nature, are already the most accessible video game genre out there....

4.6.2019 - By Brandon Cole

Developing first-person horror games solo

My Background I am Alessandro Guzzo, a sole game developer of the first-person horror games, The...

22.4.2022 - By Alessandro Guzzo

Sound in the Silence of Space | The Systems of Hardspace: Shipbreaker

Hardspace: Shipbreaker is a first-person, zero-g, spaceship salvaging game, recently released on...

19.1.2023 - By Ben McCullough

How to Create Audio-Reactive Objects Using Wwise and Unity

I would like to show you how to use RTPCs to move game objects in Unity, and how to create...

9.2.2023 - By Tomokazu Hiroki

GME plugin for Wwise: Bringing in-game voice chat to the next level

GME in-game voice chat v7 is out! This scalable in-game voice service is now compatible with...

15.6.2023 - By Peng Gao

More articles

Unleashing the Wwise Integration in Unity: Wwise-301 Certification is live!

Remember the Wwise Adventure Game? Well, we just launched Wwise-301: Wwise Unity Integration, a new...

It’s the Little Things: How Mortal Kombat 11’s Smallest Audio Details are Actually Accessibility Features

Fighting games, by their very nature, are already the most accessible video game genre out there....

Developing first-person horror games solo

My Background I am Alessandro Guzzo, a sole game developer of the first-person horror games, The...