You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Finding Space For Sound: Environmental Acoustics in 'Tom Clancy's The Division 2'
Speaker(s): Robert Bantin, Simon Koudriavtsev
Company Name(s): Massive Entertainment - a Ubisoft Studio, Massive Entertainment - a Ubisoft Studio
Track / Format: Audio

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: This session will be broken down into the initial mission statement going to this project, the creative directions that that statement took the team in, the new technology required to realize some of those creative decisions, and how the early results of that new technology course-directed the creative process during development. Ray-casting for audio, real-time near-field space estimation, real-time early reflections, procedurally generated IRs, and procedurally generated ambiances will be topics featured in this talk, as well as some key automation strategies taken to facilitate content production.A brief overview of the Wwise audio middleware implementation for each system will also be given, as this was crucial in leveraging the audio functionality coming from Snowdrop.

GDC 2020

Robert Bantin

Massive Entertainment - a Ubisoft Studio

Simon Koudriavtsev

Massive Entertainment - a Ubisoft Studio

free content

Audio

Audio