This year’s GDC is going to be keeping me quite busy.
First, I’m proud to announce “Relative Perfection: Finding the Balance Between Flawed and Flawless“, a fantastic GDC panel with Neal Acree, Guy Whitmore, Austin Wintory, and Penka Kouneva on a panel moderated by me as they discuss finding a balance between perfection and imperfection, and why allowing some imperfection in your work is not only healthy, but can result in better art.
We’re on Friday, March 22nd at 10am in Room 3002 in West Hall!
All the info for Relative Perfection is here:
Earlier in the week, I’ll be a part of a new version of “From Trumpets to Transients” a series of micro-talks with Emmanuel Lagumbay, Bonnie Bogovich, Matthew Martiensson, Penka Kouneva, and Erika Escamez, focused on approaching and interacting with sound design and sound designers as a composer.
I’ll be giving a talk about inter-team and interdisciplinary communication, entitled “Music and Sound: A Match Made in Slack”.
That’s scheduled for Thursday, March 21st at 4pm in Room 3002 in West Hall!
Finally, in my first talk of the week, (yes, I know this is backwards) I’m thrilled to present a lecture about interactive score design and techniques as part of the Game Audio Boot Camp program. “Theatrical Interactivity in Video Game Music” will delve into several techniques for designing, structuring, and crafting dramatically effective interactive scores. We’ll be going in-depth into three very different projects, “RODINA“, “Fossil Echo” and “For The King“, breaking open their music systems, (including their accompanying FMod and Wwise project files) and seeing what makes them tick, and how to take lessons from them for your own works.
That’ll happen during the Audio Boot Camp sessions on Tuesday, March 19th, at 11:20am in Room 3002 in West Hall.
And that’s (*phew*) it!
Hope to see you all there!
– John Robert