Did you know that the sound in a game or app can affect the way the whole is perceived? Users don't think of audio quality as separate from art quality, gameplay or usability, they perceive the completed whole - music and sound can affect the whole product. This talk will give you some practical advice on how to maximize the quality of your game using the audio, regardless of who is creating the sound and music for you.
Join us for talks by Simon Amarasignham of dSonic on "How to maximize the quality of your game using the audio", Kurt Larson of KIXEYE on "Daring to create realism in the face of hyperbole", and Simon Walker of Dolby Laboratories for a short demo.
This event will take place at KIXEYE on June 20th at 6:00pm. KIXEYE will also be graciously providing snacks and refreshments for attendees. All attendees will need to bring ID to check in at the lobby and will be sent up to the 19th floor where an NDA will be required to enter on the 19th floor.
Simon Amarasingham is the co-founder of dSonic, which has been providing sound fx, music and voice-overs for games for over 10 years. From very humble beginnings, Simon & his brother, Kemal, have grown dSonic into one of the leading game audio production companies in the US. They have worked on many well known titles on many platforms, including the Bioshock series, Brutal Legend, Spec Ops: The Line as well as many mobile/casual titles published by companies like Zynga, Chillingo and Kabam. And of course dSonic has also created sound and music for a myriad of indie developers.
Simon grew up on the planet Nouveau Zea, where he monitored audio disturbances from the distant plant "Water," eventually becoming familiar with a collection of noises, called "classical music" by the inhabitants of Water. His interest in the study of Water Music became an obsession, so he gave up his studies in science to travel to one of Water's continents, Australia, (which ironically, turned out to be mostly desert) where he joined an 80s rock band. Eventually he switched continents and found his way to the San Francisco Bay Area - home to many other off-worlders - and he has been there ever since.
Audio Director at KIXEYE
After fleeing the wild, wild world of Rock-N-Roll (or Synth-Pop, really) Kurt Harland Larson, formerly of Information Society, fled to the relatively-sane greener pastures of video game audio development in the mid 90's. After learning the ropes of in-house audio on the Soul Reaver/Legacy of Kane titles, Kurt went on to work at Electronic Arts, Gazillion and Nihilistic before coming to Kixeye in late 2012. Because of his unique experience with music and electronics, Kurt is able to transmute base metals to gold using the power of his mind.
Simon Walker works for Dolby Laboratories, where he’s been creating a new group focused on supporting app developers. Recently, he launched the company’s very first developer program (http://developer.dolby.com) to share information about Dolby mobile technology.
Simon’s interest in apps and developer relations began at Motorola, where he ran the technical support services team for MOTODEV. In 2008, he moved from the UK to Sweden and joined Sony Ericsson to lead the company’s developer program, primarily focused on the emerging Android platform. Later he came to the United States to focus on launching the first smartphone enabled with PlayStation suite. Most importantly for him, he also led efforts to release phone builds with unlocked bootloaders for app developers, a move that was a little controversial at the time. Prior to joining Dolby Simon ran the NOOK developer program and app store for Barnes & Noble.
Web : http://developer.dolby.com
Looking forward to seeing you at our host KIXEYE.
Founded in 2007, KIXEYE is an online gaming company that plays to win. Responsible for popular titles like Backyard Monsters, Battle Pirates and War Commander, KIXEYE is redefining the intersection of game development and technology to create innovative browser-based experiences for competitive gamers.