A deep dive into the interesting, diverse and sometimes dangerous world of sound design for racing games.
What makes a car sound the way it does, and how can we recreate that in real-time?
How can games alter the focus of a mix when you don’t always know what will happen next?
Games consoles support a myriad of surround formats, yet most games are heard via flat screen TV speakers. How can we make sure everyone gets the best experience possible? These questions, and hopefully many more from the audience, will be answered by a racing game audio veteran with 14 years’ experience of creating sound design for racing franchises including Forza Motorsport, Project Gotham Racing, Blur and M-SR.
This is a joint meeting organized by MSR and the Pacific Northwest Section of the Audio Engineering Society (AES). For more information about the section and future meetings announcement see http://www.aes.org/sections/pnw/. The meeting is public, feel free to forward the invitation outside Microsoft.