View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.
If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.
Jason Graves (Composer, Independent)
Location: Room 3002, West Hall
Date: Wednesday, March 20
Time: 2:00pm - 3:00pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!
Vault Recording: Video
Audience Level: All
Composer Jason Graves will discuss his musical approach to scoring the VR title 'Moss', which forms a unique relationship between the player and Quill, the game's tiny, adorable mouse protagonist. Topics will include emotionally connecting with the listener through live solo performances vs. samples (including real world examples), harmonic choices and how they dramatically influence gameplay and drawing musical inspiration from the world of 'Moss'. Practical examples from the score and its in-game implementation will demonstrate how these ideas plus "thematic suites" and 3D spatial audio came together to create a signature sound that emotionally resonates with the listener.
Attendees will learn specific, real-world techniques for composing music for games, with an emphasis on crafting original, project-inspired scores that emotionally support gameplay. They will also learn how to best utilize their own music budgets with a combination of live soloists and sampled instruments.
Ideal attendees include composers, audio directors, and music supervisors at any experience level, plus anyone with a curiosity for music and it's power in games. While there will be a few specific technical examples, the general scope of the talk will be approachable for anyone.