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AES New York 2018 Game Audio and XR Events

Posted on: Wednesday 26th of September 2018

The realm of new and emerging audio applications for interactive gaming and extended reality is one of the fastest growing segments of the audio production industry,” says Steve Martz, Game Audio and XR Track co-chair for AES New York 2018. “Best-selling gaming titles continue to vie for top entertainment platforms amongst consumers, while extended reality applications – from high-end computing to mobile apps and streaming – bring new possibilities and insights to both new and old projects and productions.” 
The AES New York 2018 Convention, taking place October 17 – 20 at the Jacob Javits Center, will host a multitude of All Access events outlining the latest in Game Audio and XR technologies and practices, along with dedicated presentations covering various aspects of audio production for hit games Shadow of the Tomb Raider, Assassin’s Creed Odyssey and Just Cause 4. The 145th International Audio Engineering Society Convention is set to address these and other topics head-on over four days of presentations and events coordinated by track co-chairs Martz, Gavin Kearney, Michael Kelly and Agnieszka Roginska. 
Game Audio engineers and developers will present in-depth sessions outlining audio production and considerations for some of today’s most popular titles. Further, delving into the development of the popular Unreal Engine, in “Writing a New Audio Engine for UE4: Innovation Under Pressure” Aaron McLeran of Epic Games will take a look at both previous and next-gen versions of the engine and discuss the launch of the new audio engine on Fortnite’s six platforms without slowing down audio content production or interrupting an ambitious two-week release cadence. 
Further Game Audio and XR events highlight other leading games and technologies in the field. In “Just Cause 4: Guns and Music and Mix… oh my!” Avalanche Studios’ Dominic Vega, Jason Kanter, and Ronny Mraz will provide insight into the music, weapon sound effects and mix of Just Cause 4, including the approach taken for design and implementation of these systems throughout the game’s massive free-roaming environments. Further, an overview of Dolby Atmos integration in game audio production will be presented by Eidos Montreal’s Rob Bridgett in “Shadow of the Tomb Raider: A Dolby Atmos Video Game Mix Case Study.” 


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