Come to GDC 2016 for expert advice on making music for mobile games
We highlight a fresh pair of neat <a href=http://www.gdconf.com?_mc=BP_LE_CON>GDC 2016</a> talks about the practical challenges of making music and art for games from composer Winifred Phillips and a pair of physically-based game rendering experts.
December 8, 2015
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Game Developers Conference organizers are working hard to program a great lineup of talks at GDC 2016 next March, and today they're excited to debut another pair of great talks from game industry experts that will take place during the show.
These sessions revolve around the technical challenges of game development, and span the Audio, Visual Arts and Production tracks of talks at GDC 2016. If you make art and music for games, you'll want to keep these talks on your radar.
Veteran composer Winifred Phillips has worked on everything from God of War to LittleBigPlanet Vita to Call of Champions, and at GDC next year she'll be sharing lessons learned scoring mobile games in "From Total War to Assassin's Creed: Music for Mobile Games."
By examining the structure of portable game design, Phillips will explore the role that music plays during "on-the-go" gameplay. Phillips will discuss approaches that allow music to accentuate portable gameplay while maximizing aesthetic impact and player enjoyment. Through examples from both her own projects and other well-known titles, Phillips will address technical issues of audio fidelity and dynamic implementation, offering solutions that expand the utility of music in portable titles.
Plus, Allegorithmic's Wes McDermott and Geomerics technical artist Sam Bugden will provide an easily accessible introduction to using physically-based rendering in your game. Check out their talk, "An End-to-End Approach to Physically Based Rendering," to get a practical breakdown of the principles of lighting and energy conservation along with guidelines for authoring infallible surface attribute maps.
Bugden and McDermott will show you how removing the guesswork around authoring surface attributes empowers artists to set up a material once to be efficiently reused throughout a game, allowing them to spend more time focusing on the more creative (and fun!) aspects of texturing.
And of course conference officials also look forward to announcing many more GDC 2016 sessions spanning a diverse array of game industry issues in the months ahead.
For now, don't miss the opportunity to save money by registering for the conference early -- the deadline to register for passes at a discounted rate is Wednesday, February 3rd, 2016.
GDC 2016 itself will take place March 14-18th at the Moscone Center in San Francisco. For more information on GDC 2016, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS.
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