127th AES Convention Scores Video Game Sweep.Ten Dedicated Workshops Track Game Industry Audio NEW YORK New York, state, United States New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of -- In recognition of the massive Video Game contribution to audio production and post production, 127th AES Convention Workshop, Tutorials and Games Chair Alex Case has developed a dedicated, ten-event Game Audio Track. "The creative and economic impact of this sector is acknowledged throughout our industry," Case said. "Studios, engineers, producers, technology developers, composers, sound designers and an enthusiastic, sophisticated audience are dedicated to the continued success of this unique creative sector. Our comprehensive program will provide invaluable technical and creative guidance. And," Case adds, "extremely helpful networking opportunities." The 127th AES Convention will be held Oct. 9-12, 2009 at NY's Javits Convention Center. Audio Game Track Program highlights include: Education in Game Audio in Three Parts: Co-chairs, Steve Horowitz, Nick-Digital, The Code International Inc. and Steve Martz, THX A design system that provides realistic sound playback for movie and home theater from THX, Ltd., San Rafael, CA (www.thx.com), an independent spin-off from Lucasfilm, Ltd. The THX Sound System was developed during the production of the Return of the Jedi in 1982 and named after George Ltd. will provide a comprehensive overview on Audio Games * Part 1: Game Production 101: An introductory tour of the basic landscape of audio for games and interactive media, including music, sound effects sound effects Noun, pl sounds artificially produced to make a play, esp. a radio play, more realistic sound effects npl → efectos mpl sonoros , and voice; parallels to film/TV/animation, development, formats, adaptive scoring and employment opportunities. * Part 2: Meet the Team: Defining team member roles including: audio design, content and technology development, and implementation of audio assets. * Part 3: State of the Union: Will detail training and experience requirements for landing that first job. Focus on the standardized school curriculum for games and interactive audio being developed by the Interactive Audio Special Interest Group (IASIG IASIG Interactive Audio Special Interest Group ) and other organizations. Leveling Up Game Audio Implementations: Chair: Scott Selfon, Microsoft Corporation (company) Microsoft Corporation - The biggest supplier of operating systems and other software for IBM PC compatibles. Software products include MS-DOS, Microsoft Windows, Windows NT, Microsoft Access, LAN Manager, MS Client, SQL Server, Open Data Base Connectivity (ODBC), MS Mail, and panelists: Scott Gershin and Gene Semel will address the conundrum of delivering 40+ hours of interactive, dynamic, game audio to a download, portable, or disc-based title. Issues include: reference level standards in an environment where mixing occurs in real time, and how to get real-time DSP (1) (Digital Signal Processor) A special-purpose CPU used for digital signal processing applications (see definition #2 below). It provides ultra-fast instruction sequences, such as shift and add, and multiply and add, which are commonly used in math-intensive effects out of the gear and into the game, so the players hear what the creators produce. The Art and Business of Game Music: Chair, Tom Salta Tom Salta, from Norwalk, Connecticut, USA, is a recording artist and soundtrack composer. He has composed soundtracks for many popular video game titles, including; Ghost Recon Advanced Warfighter 1 & 2, Cold Fear and Red Steel. ; Panelists Rod Abernathy and Paul Lipson: A leading game music composer, Salta is regional director for the Game Audio Network Guild (G.A.N.G.). Topics include the differences between composing music for games and film, TV, etc.; technical parameters of scoring games; types of implementation (layered, triggered, etc.); and a live demo of adaptive music using F-MOD. Interactive Speech for Games: Chair, Steve Martz, THX Ltd. and Panelists: Hope Dippel, SCEA SCEA Sony Computer Entertainment America SCEA Sun Certified Enterprise Architect SCEA South Carolina Education Association SCEA Silicon Valley Chinese Engineers Association SCEA Society of Cost Estimating and Analysis SCEA Southeast Center for Education in the Arts and Dieter Piltz, Blue Castle Games, will address creating realistic sports game A sports game is a computer or video game that simulates the playing of traditional sports. They are extremely popular, the genre including some of the best-selling games. play-by-play and color analysis from a virtual sports announcer. Seamless transitions and accurate descriptions are prerequisites for a believable experience. Topics include asset creation, scripting, recording, talent, editing, mastering, phrase-stitching and speech systems. VO for Videogames - Process and Pipeline: Chair, Morla Gorrondona and Panelists: Chip Beaman, Alexander Brandon Alexander Brandon (also known as Siren in the demoscene and tracker community, b. 1974) is a US musician, former member of Straylight Productions, who composed music mostly for games produced by Epic Games, or games based on Epic technology, including Unreal, , David Chan and Greg deBeer of The Game Audio Network Guild (G.A.N.G.) and the Voice Actor Coalition (GVAC GVAC Glendale Volunteer Ambulance Corps (Glendale, NY) ) will discuss voice acting and dialog production in video games See video game console. ; running a successful recording session, technology , reels, casting, union considerations, interactive vs. linear, getting the best performances, and budgets. The Wii Remote as a Musical Instrument -Technology and Case Studies: Paper by Paul Lehrman: Wiimote, the inexpensive, remote for Nintendo's Wii Game System will be scrutinized. Using a combination of technologies highly suited for music generation and control including position tracking, tilt and motion measurement in three dimensions, the two-dimensional joystick (with its companion "Nunchuk") and multiple buttons, the unit is ubiquitous. Lehrman will discuss the system in two musical contexts: controlling an electronic orchestra performing classical repertoire, and creating a new type of multi-parameter, multi-user synthetic instrument. Additional Game Track Presentations Include: * Interactive Music Techniques for Games: Chair, Scott Selfon, Microsoft Corp. * Portable Surround Sound By Headphones Head-mounted speakers. Headphones have a strap that rests on top of the head, positioning a pair of speakers over both ears. For listening to music or monitoring live performances and audio tracks, both left and right channels are required. - Main Research & Suitable Practice * Techniques of Audio Localization Customizing software and documentation for a particular country. It includes the translation of menus and messages into the native spoken language as well as changes in the user interface to accommodate different alphabets and culture. See internationalization and l10n. for Games, Chair: Fabio Minazzi and Panelists: Hope Dippel, SCEA and Francesco Zambon, Binari Sonori Srl * Sounds from the Third Dimension! 3-D Simulation Techniques in Game Development: Chair, Scott Selfon, Microsoft Corporation * Implementing Sound and Music for Games Using the Unreal 3 Engine: Chair, Richard Stevens * Eidola - An Interactive Augmented Reality Audio-Game Prototype: Nikolaos Moustakas, Ionian University The 127th AES Convention, is at NY's Javits Convention Center Oct. 9 - 12, 2009. For a complete schedule of 127th AES Convention Game Track events including dates, times and comprehensive abstracts, visit: http://www.aes.org/events/127/calendar/calendar.cfm The Audio Engineering Society was formed in 1948 by a group of concerned audio engineers. The AES counts over 14,000 members throughout the U.S., Latin America, Europe, Japan and the Far East. The organization serves as the pivotal force in the exchange and dissemination of technical information for the industry. For additional information visit http://www.aes.org |
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