Early-bird tickets for Game Music Connect, the day-long event dedicated to music and audio in the video game industry on September 9th at Southbank Centre London, have just been released, costing £99. That price will go up to £125 after July 25th.
Coinciding with that release, the event has announced its first batch of sessions for the day. You can see that full list below:
SOUNDCARD TO SYMPHONY
Six of the world's leading game composers outline their personal journeys into scoring videogames, together with their inspiration and influences, reflecting on the past, present and future of game music design and application.
Speakers:
Martin O'Donnell (Destiny, Halo series)
Jesper Kyd (Assassin's Creed series, Hitman series, Borderlands series)
Jason Graves (Tomb Raider, Dead Space series)
James Hannigan (Dead Space 3, Command & Conquer series, Harry Potter series)
Joris de Man (Killzone series)
Richard Jacques (Mass Effect, James Bond 007: Blood Stone, LittleBigPlanet 2)
Chair: John Broomhall
MUSIC MACHINE
Leading audio directors from Bungie, Jagex, Sony and Electronic Arts discuss technical, business and creative aspects of music within the game development process. Game Music Connect asks the game audio department's key decision-makers and influencers to explain the who, what, when and where of commissioning, managing and implementing music content within a game team, including an overview of working culture, technical challenges, hiring and briefing composers together with process and scheduling.
Speakers:
Adele Cutting (Founder of SoundCuts and former EA Audio Director)
Steve Lord (Head of Audio - Jagex)
Alastair Lindsay (Music Production Manager - Sony Computer Entertainment Europe)
Martin O'Donnell (Audio Director/Composer - Bungie Studios)
Chair: John Broomhall
PLATFORMERS' PERSPECTIVE
Both companies behind the world's leading console game platforms maintain centralised service groups to support and augment game development teams, with music as a key component. They also play an active role in setting and maintaining standards. Alastair Lindsay and Paul Lipson discuss their roles within these organisations and how they go about sourcing and working with both in-house and freelance composers including advice on the kind of skills, qualities and portfolio they expect from aspiring game music composers.
Speakers:
Alastair Lindsay (Music Production Manager - Sony Computer Entertainment Europe)
Paul Lipson (Audio Director - Microsoft Studios)
Chair: John Broomhall
GAME MUSIC REACT!
A player's actions and progress in an interactive videogame are inherently unpredictable. Length of time spent within scenes and the timing of the events within them is therefore indeterminate - creating headaches for composers and game teams alike who a) wish to avoid annoying music repetition and b) want music to respond to the action like a movie score might. Historically, this has led to concerted efforts to create so-called 'interactive music systems'. Game Music React! will explore some of the ways music can be conceived, scored and structurally delivered to facilitate both variation and reactive replay behaviours.
Speakers: Richard Jacques, Jason Graves, Joris de Man, James Hannigan