Vroom, the interesting world of racing game sound design

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.

NOTE:
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.

Speaker Details

Nick Wiswell is the Creative Audio Director at Turn 10 Studios within Microsoft, and manages of the creative audio direction of the Forza franchise. Previously at Bizarre Creations in the UK, he repeatedly set new benchmarks for racing game audio experiences with the Project Gotham Racing series, working with his team to push the boundaries of sound in racing video games both creatively and technically, which saw them nominated for several key gaming awards including Develop and GDC choice awards.

Since joining Microsoft and Turn 10 in 2010, he has transferred these skills and techniques to the Forza franchise including the TEC award and GANG award nominated Forza Motorsport 4 in 2011, and Forza Horizon in 2012.

Date:
Speakers:
Nick Wiswell
Affiliation:
Turn 10 Studios

Series: Microsoft Research Talks