Behind the split screen sound of It Takes Two / Anne-Sophie Mongeau, Philip Eriksson (Hazelight)

747
9.2
DevGAMM26.7 тыс
Опубликовано 28 апреля 2022, 9:50
This session tells the story behind the sound design of Hazelight’s intriguing and entertaining title, It Takes Two - and in particular, the challenges of audio for split screen gameplay. Anne-Sophie Mongeau and Philip Eriksson, Senior Sound Designer and Lead Sound Designer at Hazelight, discuss the iterations they experienced whilst experimenting and applying solutions in order to achieve a compelling high quality audio experience. They explain how they learned to manage spatialized sounds in relation to each player’s screen space, maintain mix clarity across different gameplay types, and create a strong sense of immersion within the context of a split screen game - as well as outlining how continuous collaboration between the creative designers and technical designers was vital to successfully pushing the limits of the genre and setting new standards.
#DevGAMM #gamedevelopment #audio

Contents:
0:00 – Intro & Team Structure
4:02 – It Takes Two Trailer
5:27 – Audio for Split Screen Game (goals, opportunities)
9:36 – Start of the creative process
10:24 – Quads & Ambience (video example)
14:02 – Reusing Systems
15:22 – Worldizing System
16:44 – Delay
18:26 – Reflections
19:42 – Reverb
23:20 – 3D Panning
27:54 – Static 2D Panning
34:09 – Collaborative features
42:34 – Conclusion
43:15 – Q&A session


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