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Monday, August 15 • 10:30 - 12:30
Interactive Game Audio in Champions of Anteria

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The time of simple and decorative soundscapes has passed. Complex, granular and intelligent sound systems move to the position of fire-and-forget samples. These systems can provide overview and full control for the Audio Designer on the one hand and a diverse and less repetitive sound experience for the player on the other hand. Furthermore, by linking the audio logic to various data of the game, the voice over, sound design and music can provide additional information, such as position and height of the player, progress of the game or info about the character stats.

Workshop (any experience level welcome)
To participate in the workshop part of this session, please bring your own laptop with the newest version of FMOD Studio pre-installed (http://www.fmod.org/download/ FMOD Studio Authoring Tool for your platform) and headphones.
Audio Material will be provided to you.
Please note that our workshop room does not have power outlets for your laptop. 

avatar for Stefan Randelshofer

Stefan Randelshofer

Audio Director, Blue Byte GmbH
Stefan has worked in the field of Audio and SoundDesign for TV and Movies since the end of the 90‘s. Then he decided to acquire more profound knowledge about the creative and technical part of Audio and started to study MultiMediaArts at the University of applied Sscience in Salzburg... Read More →
avatar for Tino Schleinitz

Tino Schleinitz

Audio Designer, Ubisoft Blue Byte
Tino is an Audiodesigner at Bluebyte Ubisoft. He worked for titles like Champions of Anteria, Flumen and Origin. Before he started in the game industry he worked as a Sound Designer, Sound Mixer and Compositing Artist for movies and documentaries at Frauenhofer Institute for Intelligent... Read More →

Monday August 15, 2016 10:30 - 12:30 CEST
Ch.5: Punica Island (Workshops and more) Dock.One Cologne