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|Session Name:||Crossing the Streams: Game Audio Rule Breakers of the Past Decade|
|Company Name(s):||Microsoft Corporation|
|Track / Format:||Audio|
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|Overview:||In the hectic world of game audio production, programming, and overall game development, it's easy for the audio creator's head to get buried in capturing and implementing the daunting spreadsheet of cues right in front of them. This talk challenges us to break free of audio as part of a "post-production" world. We'll highlight some of the unique and innovative audio developments of the past decade where the audio has turned around the equation, and instead been a key "pre-production" component, driving the implementation rather than the other way around. While some of the illustrations will be well known, others include tricks and tips not seen since their initial demonstrations, challenging us to continue to push on that fourth wall and provide sound that not only matches the visuals, but provides surprises to the user.|