I have been involved recently in curating a couple of really exciting panels that have their focus squarely on mixing challenges specific to video game production, while at the same time comparing techniques with wider production practices in the world of film post-production mixing. There is something for everyone here, no matter what side of the Atlantic you happen to be on…
The first, is at AES next week (6th - 8th February, London, UK), and promises lots of very new and exciting info from both production and technical vantage points.
- John Broomhall, (BPL) AES 41 Keynote Speaker, Game Audio Creator/Producer, Music Writer & Commentator
- Tom Colvin, Audio Lead, Ninja Theory
- Garry Taylor, Sony Computer Entertainment Europe
- Jon Olive, Assoc of Motion Picture Sound
- Xavier Buffoni, Audiokinetic
- Stephan Schütze, Sound Librarian
Description: Mixing in video games is a huge area for potential discussion. It is also an increasingly important topic in the interactive audio landscape and is gaining much wider attention in the field. This panel has been assembled to take a step back and assess the field of game audio mixing in some new contexts, examining some of the many facets of the mix from style, philosophy, and approach, to technology, loudness, planning and implementation.
In this moderated panel discussion, several of the leading practitioners and technologists in the field of interactive mixing come together to discuss the emerging theoretical, artistic and technical frameworks for game mixing over the next few years.
The second, at GDC (Thursday, March 28th - 10am) at the Moscone Centre in San Francisco, will pickup the debate again on differences in production between films and games mixes, and will attempt to figure out how deep the mix really goes in terms of storytelling and overall direction. The panel will also be exploring some of the various production challenges and politics involved in both film and game mixes.
- Rob Bridgett (GameAudioMix)
- Garry Taylor (Sony Europe),
- Simon Ashby (Audiokinetic)
- Kristofor Mellroth (Microsoft Game Studio)
DESCRIPTION: Last year was the first year that G.A.N.G. had a category for Best Mix in a video game. Not only is the technology becoming more refined, as both games and the audience become more refined and fragmented, but the quality and challenges of game mixes are also increasing. This panel will consist of an entertaining and lively discussion across a variety of mix-related topics, such as loudness, dynamic range, interactive mix tools & technology, post-production planning, budgeting, mix craft, storytelling, and aesthetics.