How to Ship a Large-Scale RPG with a Small Audio Team - the Owlcat Games Experience

Stage 1 - Confex Level 1
Talk
~All~Audio & Sound DesignProduction

Information

During the last nine years, Owlcat Games released three massive role-playing games that received somewhat cult status among CRPG lovers. However, the in-house audio team for these large and time-consuming projects rarely exceeded two or three people, all working remotely. So, how do you create a great soundscape for a large game while being limited in resources? In this talk, I'll share some key principles that emerged from our experience and highlight some things that can save you a great deal of time and money yet still deliver memorable audio to your game.
Target Audiences
Sound designers, audio leads, and game producers working or planning to work on a large project. Attendees should have a basic understanding of game audio production and workflows.
Experience Level
Beginner
Key Take Aways
Attendees will learn about the different aspects of creating game audio for a large project: how to prioritize their efforts and establish fruitful interaction with the audio department, what should be automated as soon as possible, when it is better to stop striving for perfection and go for efficiency, how to avoid typical mistakes when planning voice acting, and some tips for the final push before the release date.
Session Type
Talk

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