As VR experiences evolve so do 3D audio tools. However, VR and location based experiences have brought sonic challenges that aren’t solved simply by applying 3D audio solutions. To craft truly compelling and fully immersive experiences we must explore new dimensions of sound.
What are these dimensions and how do they alter sound in VR? How can you use the latest neural and auditory system studies to hack the player's brain and choices?
Prepare to expand your mind!
This is a video of my presentation at AGC 2017. I've combined the video of the presentation with my edited slides so anyone interested in using audio to create more compelling and immersive VR experiences can watch and learn.
I demonstrate my work from Robo Recall (Physics sound), The Mummy: Prodigium Strike (Sound design, implementation, mixing, audio lead), Salt Star VR (Sound design, mixing), and Super Lucky's Tale (Music, music mixing).
Note: I didn't work on the examples from Battlefront 2, The Stanley Parable, or Inside.
The gifs and clips from rick and morty, Tim and Eric and JonTron are inserted for hilarity.
Go buy and support all these games, shows and creators. They deserve it and you won't regret it.