Game Audio

Sebastian Müller (from the management team of the VDT regional group Frankfurt) hit the bull's eye as Topic Chair with the topic strand on game audio.

Sebastian Müller, Topic Chair Game Audio and moderator of the sessions, at the kick-off roundtable.

The series of four sessions began with a kick-off roundtable, in which all the speakers who were already present were able to introduce themselves and their main topics.

Stefan Randelshofer, Bastian Gerner, Florian Füsslin, Dominik Zingler and Sebastian Müller at the Kick-off Roundtable.

This kick-off took place on the Technology Stage and was thus accessible to all tmt31 visitors. All further sessions were then held in the congress area, where there was more peace and quiet and, above all, the binaural headphone system was available.

David Schornsheim with the introduction to the topic. The focus was on game development, but he also went into great depth in other areas. The presentation was peppered with many examples and showed, for example, how the music playback is adapted to different scenes.

Numael Mendez, Stefan Randelshofer, Chiara Haurand, Florian Füsslin about the many different workflows and processes involved in audio development for games. Each person on stage represented one of the many different tasks in the overall process.

Dominik Zingler spoke about sound design in games and particularly addressed the situational aspects. The picture shows a generator that occurs in a game. It generates a lot of different sounds. All audio sources come from a defined location on the generator, so that the player gets an audio representation that is correct in terms of location, depending on his or her actual position within the game. So binaural localization plays a big role in game audio!

The headphone binaural system really came into its own.

It was very noticeable in all sessions that especially the young audience is interested in game audio. A lot of students and young professionals listened to what possibilities this field can offer for their future. There was also very little turnover in the sessions; most stayed until the end. How well the topic of game audio fits into the Tonmeistertagung and the VDT was also evident from the fact that the same target group also met in the room with the immersive sound system in the sessions on 3D audio. In terms of content, game audio offers an exciting, technically challenging, artistically demanding and financially attractive field of activity for us sound professionals!

All participants agreed to continue this topic in the VDT and to continue it with deeper insights at further seminars and sound engineers' conferences.

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