A Sound Collaboration: Audio in the Design Process
Wondering about the methods and benefits of integrating sound from the very beginning of a production? Want to learn how to remove the language barrier between you and the composer and sound designer in order to achieve a successful collaboration? Presented by two veterans in the field of interactive audio and audio production, this presentation will cover what it means to design a project with music and sound from the ground up for live, linear, and interactive media including games, film & TV, live productions, mobile apps, and web development. Learn the ins and outs of how you can integrate composers and audio specialists into your projects in the pre-production phase and promote healthy collaborations between the design/production team and the audio team, as well as the notion of sound concepting and what it means to create an audio aesthetic, thereby designing ways in which audio can contribute to a deeper meaning within your project and further its artistic aims.
Chanel Summers began her career as a pioneering designer and producer of video games, developing a wide variety of innovative products at early industry-leading companies such as Mindscape, Velocity and Mattel Media. Recruited to Microsoft in the late '90s, Chanel was responsible for the release of that company's first multiplayer internet game, Fighter Ace, and was subsequently selected as the company's first Audio Technical Evangelist, where she helped launch a number of innovative audio technologies and dramatically increased the use of Windows as a platform for audio creation. With the inception of Microsoft's Xbox game system in 2000, Chanel was tapped to help design and promote the audio capabilities of the new hardware and to create the industry's first support team for graphic artists, sound designers, composers and game designers. As a result, Chanel became a widely recognized figure in leading industry organizations, as well as the published author of a number of articles and technical white papers. After leaving Microsoft, Chanel co-founded Syndicate 17, an audio production house based in Seattle and Los Angeles, and also recorded and toured frequently as a highly sought-after professional drummer. Chanel is a frequent lecturer at both music and technology industry events and leading educational institutions around the world and sits on the advisory board for The Academy of Entertainment and Technology at Santa Monica College. In addition to serving as Chief Product Officer for Score Music Interactive, an innovative technology start-up based in Ireland, Chanel has developed and is teaching a new course at the University of Southern California focusing on the art and aesthetics of creating audio for video games and has advised the USC faculty on the creation of a dedicated minor in interactive audio for students looking to specialize in that area.
Simon Fraser University/MDM Program
Patrick is the first prototype of the Centre for Digital Media Cyborg initiative. The goal is to transfer 25 years of industry experience in sound and composition for live and digital entertainment arenas to an educator who facilitates collaborative play, design and problem solving. Patrick is a crowd-surfing, ball playing, improv thinking, stickman design technician, excelling in the extreme sport of whiteboard marker hoarding, of the post-it note philosophy...whatever it takes to solve a problem through prototyping. He's facilitated solution-oriented design playshops for government, universities, ngo, arts and non-profits, Roadhouse Entertainment, EA Canada, Microsoft, Ubisoft, other softs, and the resource industries.