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The collaboration between game events and sound setup has previously been handle by programmers following the wishes of the sound designer. By introducing the proprietary engine G2 IO Interactive allow the artist to freely work by using high-level graphical programming environment, known from programs like MAX/MSP and PD. Using this approach allows the artist to create interdisciplinary workflows and thereby secure consistency between all game elements such as gameplay, FX and sound design. G2 allows the sound designer to freely do adaptive and interactive mixing and sound setups, which is the foundation in our attempt to create the living, breathing world.
Author (s): Christiansen, Mikkel;
Affiliation:
IO Interactive, Copenhagen, Denmark
(See document for exact affiliation information.)
Publication Date:
2013-02-06
Session subject:
Game Music Systems
DOI:
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Christiansen, Mikkel; 2013; Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution [PDF]; IO Interactive, Copenhagen, Denmark; Paper W2-4; Available from: https://aes.org/publications/elibrary-page/?id=16662
Christiansen, Mikkel; Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution [PDF]; IO Interactive, Copenhagen, Denmark; Paper W2-4; 2013 Available: https://aes.org/publications/elibrary-page/?id=16662
@inproceedings{Christiansen2013behind,
title={{Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution}},
author={Christiansen, Mikkel},
year={2013},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper W2-4; AES Conference: 49th International Conference: Audio for Games; February 2013},
number={W2-4},
organization={AES},
}
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