Events

Past Events

IAM@CIRMMT#27 : The Outlast Trials

Date

We will explore the challenges and decisions that needed to be made throughout the development of the Outlast Trials to make this multiplayer game convey the same sense of dread and horror than the previous single player Outlast games.

IAM@CIRMMT#26 - Community Roundtable

Date

Our first event of the year will be a community roundtable. We will host a few members of the community to moderate the roundtable and get the discussion started. Everyone is welcome to contribute and will be open to english and french contributions in the discussion. The roundtable will revolve around one topic and last for 30min or more if the discussion goes well. We did this in the past on the topic of the use of "Silence" in video game sound and it was a superb evening. Other small surprises might be reserved for the night but overall we will just keep the room until 10PM as usual for drinks (bring your own) and good times. All are welcome. This roundtable will not be filmed so don't miss it ! 

IAM@CIRMMT#25 - An Audio Directors Life: The View from the Caboose

Date

This talk will dissect the relationship that audio has with other disciplines within a game project (which is all the disciplines). Focus will be on the technical challenges audio faces with each of the other teams with callouts for typical pipeline challenges and real world solutions to those challenges via possible code solutions and practical Wwise implementation strategies.  We’ll be talking about the cars hitched up to the train from Animation to UI and everything in between. We all know audio is the last creative car into the station. How to make sure to arrive safely and on time is the trick.

IAM@CIRMMT#24 - Baldur's Gate 3 : A Tactical Approach to a Fantastical Mix

Date

Join Larian Studios' Matheus and Robin as they present three of the many audio mixing challenges encountered during the mixing stage of Baldur's Gate 3, which all revolve around the topics of balance and scale. After a brief introduction to the audio mixing pillars adopted by the team, each challenge will be introduced and discussed separately, and some time will be reserved at the end for questions.

IAM@CIRMMT#23 - Behaviour Interactive

Date

DBD's audio team deals with constant new content and big name licences. Coming up on the 8th anniversary of the game's release, the audio team reflects on the challenges they faced and are still facing as they moved from an indie project to the Hall of Fame of horror.

IAM@CIRMMT#22 - IAM's Annual Demo Derby

Date

The Interactive Audio Montreal Demo Derby is an event we do each year to showcase some local talent in our industry and highlight their work in a more ludic format. The concept is simple, each speaker or team of speakers has 20min to play their game live in front the an audience and talk about the audio and how they created it, all this while playing. Teams are allowed to ask someone from the audience to come and play the game for them or with them.

IAM@CIRMMT#21 - Latest Development in Speech and Audio Research for Videogames at Ubisoft

Date

This presentation surveys different new techs relating to sound and speech in videogames. It presents a series of in-house innovations stemming from the La Forge research lab at Ubisoft. We will discuss a few projects at different level of maturity. We will cover computer assisted dialog editing, voxel-based sound propagation, generative models for sound assets, speech synthesis as well as future work.

IAM@CIRMMT#20 - Optimizing Audio for Games

Date

This presentation focuses on explaining how to optimize the memory and CPU usage of audio for games. The goal is to present the technical concepts so they can be understood and used by game audio designers.

IAM@CIRMMT#19 - skate.’s Ambiance System: we’re working on it.

Date

Since skate isn't done yet, this presentation's a dive into the middle of our current work on the ambiance system. I'll give a rare insight into our process of developing the dynamic audio system that is bringing the world of skate to life.

IAM@CIRMMT#18 - The Audio Tales of New tales from the Borderlands

Date

How Gearbox Studio Québec's small audio team had to adapt, learn, and collaborate to create the sounds and music for the narrative interactive game New Tales from the Borderlands.