Annual Interactive Audio Conference
Year 13. Lucky. Pleased. I guess at some point, what you might have once called “inertia” has to be called “momentum.”
This time, during a somewhat busy and tricky moment in the lives of the BBQ staff, it was clear that the attendees and facilitators had the momentum themselves, and in a big way—it wasn’t “us supporting them,” it was more a case of them supporting us. Things ran on time, nobody had to be electrocuted (we hooked up a timer…) and everyone had a great and productive time. THANKS Y’ALL.
Our speakers were all spectacular. Brian Schmidt called attention to four issues that have lurked in game audio long enough, and must now be nipped in the, um, fully grown tree. Dave Rossum came back from 15 years or so of not speaking at conferences, and we’re honored that he did. He got some great stuff off his chest about standards and science—we were lucky to be the ones to hear it. Steve Ball gave us deep insight into communications skills that are necessary when working creatively “within the Borg.” It was represented in a thick and non-verbal way, symbolized by a musical improvisation exercise. Lucas Gonze gave us a great and up-to-the-minute report on the huge gap that currently exists between what is being done and what could be done in the space of internet music distribution. With Musical Interlude.
EduMusiTainers: Looked at products that have education, musical, and entertainment aspects, exploring how to use these to bring the ability to learn, make and enjoy music to the average consumer, to guide him and serve him through his evolution from being a listener through being a music gamer, hobby musician, part-time musician, and full-time musician. They’ll put together a survey to test their assumptions about feature requirements and user profiles, acting as a reference to allow the field to flourish.
Laden with cute acronyms and a squeaking balloon, the Smart Ambient Sound Sensor group explored applying smart audio sensing to helpful applications, such as volume control, adaptive speaker optimization, in-air Self-Test and on and on and on, yet still under 15 minutes. Sweeeeeet.
She Balls and Balls concerned itself with the process of preparing and educating people for careers in game audio. They committed to gathering and making available information such as lists of schools, funding and grants available, and such more things to make there be more assistants and competitors for themselves, for me, and for my and their assistants and competitors. So the jams will be bigger and awesomer, too.
Peter Drescher formed a one-man rogue group called No, It Is Opposed. Art Sees Trade’s Opposition. He gathered stories from attendees that relate to doing artistic work in a corporate environment. EWWWWWWW! SCARY!!!!
Hank Coleman’s rogue group Rogue Warriors looked at exploring and serving the music-making and sharing needs of the large audience of up-and-coming users of computing tools and various appliances.
Jim Rippie’s group revived the work of an old rogue group, Pet Rocks and Game Music Alliance and took a new look at making music using the amazing versatility and power in the new gaming consoles.
All in all—maybe the smoothest BBQ ever, one of the funnest and, yes, among the rowdier ones, thanks to the BBQ Rowdiness Revival Committee.
Damn this is fun.
Thanks so much for all you bring to the consumers, the industry, and to my family and friends.
THANKS and LOVE
George A. Sanger
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