Quote: Original post by zircon_st
I was considering it.. but then I remembered how many other composers and sound designers would be going. What's the point?
That's a bit negaitve isn't it? Don't you have confidence in your work?
If I thought like that 3 years ago, I wouldn't be where I am today.
You really do need to go to these things and meet people to get yourself recognized, to make friends. Shooting off the odd demo disk to a developer who doesn't want your demo disc achieves nothing. You'd be surprised how many commercial gigs I've got from other composers that I met at conferences who either did not have expertise in a certain style, or say a platform, or even were just swamped with other projects and needed a friend to help out.
The other point besides meeting people, is learning. The audio tutorials are very useful, there's other topics such as design, how to run an audio business, licensing, contracts, asking questions of people who have written music for the Halos, the LOTRs, the Starwars games.. etc.
You know how they say it's who you know. Well, GDC really gives you the opportunity to increase your who you knows.
I got a gig after the first GDC I went to. I had just been chatting to someone for a while, not even talking about looking for work, after aksing what I did they said, oh, give me your demo reel, my brother is the audio dirctor at such and such. I got a gig just before the next GDC!
Quote: Original post by brun7827
what kind of stuff should we expect from the boot camp?
Mainly basic Game Audio stuff, for composers and sound designers who don't know much about game audio. See quote below.
I've done the audio boot camp twice over the past 2 GDCs, I'm all booted out now.
Quote: This tutorial explains major audio concepts in language suitable for composers, sound designers, programmers, and game designers - in short, an opportunity to learn what concepts like rolloff, ADPCM, and multi-streaming really mean and how they are used in games.
Topics include the audio production pipeline, basic sound terminology, audio resource management techniques and tradeoffs, the use of multichannel surround sound in games, dialog production, non-linear audio, and an introduction to some of the platform-specific audio tools. There are also ample opportunities for open discussion about the current state of game audio and how audio can really add value to the gaming experience by making titles more fun, realistic, and immersive.