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.
Raoul Barbet (Creative Director and Music Supervisor, Dontnod Entertainment / Capsule Animation Studio)
Sebastien Gaillard (Audio Director, Dontnod Entertainment)
Location: Room 3002, West Hall
Date: Wednesday, March 20
Time: 3:30pm - 4:30pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial - Get your pass now!
Vault Recording: Video
Audience Level: Intermediate
Join the Creative Director and Audio Director of the 'Life is Strange' games at Dontnod Entertainment as they explain how they approach the use of music in narrative driven games and how the music can be helpful on a cinematographic, narrative and design point of view. From prototypes to the final game release, navigating between existing licensed tracks and original score, they will explain how they wanted the soundtrack to be used differently and share the difficulties they faced during the production of those episodic games. From 'Life is Strange' 1&2 to 'Captain Spirit', Raoul will explain his creative intentions and Sebastien will show how he technically managed to make them fit into the game using Nuendo, Wwise and Unreal Engine.
Attendees will have an insight into the creative process and use of music in the 'Life is Strange' games with examples from 'Life is Strange' 1&2 and 'The Awesome Adventures of Captain Spirit'. They will understand Dontnod Entertainment's music creative vision and philosophy as well as learn some of their technical solutions.
This lecture is intended for audio and creative directors as well as anyone who wants to learn how music can be helpful in a narrative driven game through a design, cinematographic and narrative point of view.