

Immersive Sounds of Azeroth Panel
- The panel started out with David Arkenstone and a band playing Kul Tiran music.
- Music often provides emotional guideposts in a story and can act as an anchor in a story arc.
- David Rovin took over as sound supervisor for WoW a year ago. He says WoW has been a legend in the industry for some time.
- Sound design should:
- Make the player feel awesome by having their sounds be the loudest.
- Help the player play the game by having audio cues such as aggro sounds.
- Be immersive.
- Audio on screen that is not directly in front of you is lowered to help you focus on what is right there in front of you.
- Drustvar is a good example of sound design as work in game.
- David Rovin leads a team of 6 sound designers for WoW.
- Building an Ambience in 2004
- Avoid sounds that create a noticeable loop.
- Minimize disc space through sharing.
- WoW Ambience Today
- Simplified Base Layer
- Variation through one-shot randomization
- Content specific sounds
- More personality
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