Questions? Please contact us at email@example.com 🙂
In 2017 We presented a talk at the Develop: Conference audio track hosted by John Broomhall.
For Planet Coaster, keeping track of thousands of crowd-audio objects was an obstacle to re-creating the authentic sound of a user generated open-world theme-park. The very large crowds we were after, we’d be be spending a substantial amount of our cycle time, finding objects to put emitters on and keeping them in sync; That wouldn’t scale.
So we had to get creative; both technically and in our design by using contextual impressions and data gathering and come up with a solution which does scale.
Apologies for being a little nervous and awkward, as it was my first ever talk in front of peers. We hope this is helpful 🙂
Develop Conference – https://www.developconference.com/ | John Broomhall – http://www.johnbroomhall.co.uk/ | Tandem Events – http://www.tandemevents.co.uk/ | Hugh Edwards – http://www.high-score.co.uk/about.php | Matthew Florianz – http://www.matthewflorianz.com/audio/
Planet Coaster – https://www.planetcoaster.com/en-gb | Using Data to Generate Dynamic Crowd Audio – https://blog.audiokinetic.com/planet-coaster-part-1-crowd-management-using-data-to-generate-dynamic-crowd-audio/ |Designing the audio for Planet Coaster – https://www.mcvuk.com/development/interview-designing-the-audio-for-planet-coaster