Austin DeVries from Riot Games discusses the process of creating the sonic characteristics for a new character in League of Legends.
Jennifer Walden interviews Respawn Entertainment’s audio team.
Kenny Young discusses the audio experience in Secret Sorcery’s VR strategy game Tethered.
Jacob Rhein from Hexany Audio discusses the role of sound in The Odd Gentleman’s King’s Quest.
Jennifer Walden interviews Arkane Studio’s audio team about the sound in stealthy sequel, Dishonoured 2.
Jennifer Walden interviews the DICE audio team about their work on the WW1 shooter, Battlefield 1.
Jennifer Walden interviews Hanger 13’s audio director Matt Bauer about his teams’ work on retro shooty-driver, Mafia III.
John Broomhall discusses the characteristics and personality traits that are common to successful interactive audio people.
Dan Soldberg speaks with Martin Stig Andersen about some of the unconventional techniques used to create the soundtrack for Playdead’s INSIDE.
Blizzard’s Scott Lawlor and Tomas Neumann’s GDC 2016 presentation, in which they discuss the choices made on an aesthetic and technical level to help achieve Overwatch’s dynamic audio landscape.