GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

The Next-Gen Dynamic Sound System of Killzone Shadow Fall

Andreas Varga  |  Senior Tech Programmer, Guerrilla Games
Anton Woldhek  |  Senior Sound Designer, Guerrilla Games

Location: Room 3006, West Hall

Format: Session
Track: Audio
Vault Recording: Video

We'll describe our new audio run-time and toolset that was built specifically for Killzone Shadow Fall on PlayStation 4. However, the ideas used are widely applicable and the focus is on integration with the game engine and fast iteration, with special attention to shortcuts to get your creative spark translated into in-game sounds as quickly as possible. We will demonstrate our implementation of these demands, which is a next-gen sound system that was designed to combine artistic freedom with high run-time performance. It should be interesting to both creative as well as technical minds who are looking for inspiration on what to expect from a modern sound design environment. To emphasize the performance advantage, we will show the point of view of both the sound designer and the programmer simultaneously. We will use examples starting with simple sounds and build up to increasingly more complex dynamic ones to illustrate the benefits of this unique approach.


Attendees will gain insight into our toolset for a new console generation, which involves dynamic code-generation to allow broad artistic freedom, high performance and near instantaneous iteration time. Find out about the key benefits of tight engine integration and if it would work for your game.

Intended Audience

The target audience should be familiar with game audio from a design or a programming point of view. We expect that the session will be visited by both sound designers and programmers, and hope that it will trigger a discussion about game audio technology among them.