though we’ve not yet posted our customary retrospective on Ludo2019 (it’s
coming!), we have some exciting news to share about Ludo2020.
We’re thrilled to announce that Ludo2020 will take place at the Valletta Campus of the
University of Malta, April 24–25th 2020! We shall, of course, circulate a call for papers in due course but we were too excited to keep this information to ourselves and thought it would be helpful for those who want to plan ahead. More information will be shared in due course; in the meantime, look out also for a review of Ludo2019.
We’re pleased to announce that registration for Ludo2019 is now open! You can view the
Conference Programme here and for local information, check out our Visitor Pack here.
To register, please review the
full conference details and purchase a ticket here. Don’t hesitate to get in touch with us at firstname.lastname@example.org if you have any queries.
Registration closes Monday 22nd April
Looking forward to seeing you in Leeds!
Click to Register Now for Ludo2019
follow this link for conference details and registration.
Day 1: 26 th April 2019
9:00–9:30 Registration, Coffee & Welcome 9:30–11:00 Session 1 – Analysis and Approaches Stephen Tatlow – Halo: Transcription Evolved – Overcoming difficulties in transcribing modular video game scores Ariel Grez Valdenegro – Comparative analysis of the combat situations in Final Fantasy VI and Chrono Trigger Joanna Bertram – Cinematic and orchestral scores in the evolution of video game music 11:00–11:30 Tea & Coffee Break 11:30–12:30 Keynote Session – Ubisoft Panel: Lydia Andrew (Audio Director) with composers Joe Henson and Alexis Smith (The Flight) “The research process and realisation of the music in Assassins Creed Odyssey” 12:30–13:30 Lunch 13:30–15:00 Session 2 – Gender and Identity Andra Ivănescu – Inhuman music and the monstrous-feminine Andrew Goddard – ‘We are born of the blood, made men by the blood’: Exploring the preservation of hegemonic masculinity in Bloodborne’s sound and music Daniel Miranda – Containment and tension: The auditory dissonance of an adventuress princess 15:00–15:30 Tea & Coffee Break 15:30–17:00 Session 3 – Game Music and Wider Culture Donal Fullam – Valve and the sound of algorithmic culture Joana Freitas – “Meme aside, it is still a great song”: videogame music and its roles in the culture of internet memes Hyeonjin Park – ‘I got nightmare eyes!’: Understanding madness from players’ interpretation of diegetic and nondiegetic music in Night in the Woods Evening Pub Quiz
2, 27 th April 2019
9:30–11:00 Session 4 – Agency and Effect Lucy Harrison – Principles of gaming sound design in interactive and immersive theatre Pulaporn Sreewichian – Influence of background music on players’ experience and emotional perception in different game level designs Costantino Oliva – Ergodic musicking 11:00–11:30 Tea & Coffee Break 11:30–12:30 Keynote Session – Joe Thom 12:30–13:30 Lunch 13:30–14:00 Journal of Sound and Music in Games: Meet the Editors 14:00–15:00 Keynote Session – James Newman “Seventeen Seconds of Sanxion” 15:00–15:30 Tea & Coffee Break 15:30–17:15 Session 5 – Design and Practice Matthew Crossley, Stuart Cunningham and Nathan Robinson – Musical meanings: A game-a-week theme to teach computer games design students Steven Lewis – Enhancing emotional immersion by combining procedurally experience-driven music and sequenced event-based audio implementation techniques Richard Stevens & Dave Raybould – Workshop: Building an audio driven game in 45 minutes (or less!) Evening Conference Dinner at Salvo’s Salumeria Private dining. 115 Otley Road, Headingley, Leeds, LS6 3PX.
3, 28 th April 2019
9:30–11:00 Session 6 – Adaptation and Change Clodagh Owens – From polygons to 4k: Remasters, nostalgia and fandom opinion Raymond Sookram – Paracosmic multimedia: Transmedial characters and video game music Zachary Diaz and Sofia Lago – “Killing Monsters”: Representations and adaptations of Eastern European folklore in The Witcher 3: Wild Hunt 11:00–11:30 Tea & Coffee Break 11:30–12:30 Session 7 – Hard Questions about Hardware George Reid – Chiptune and the remediation of limitation Stefan Höltgen – Hard bit rock: Challenges and chances of preserving soundware 12:30–13:30 Lunch 13:30–14:30 Keynote: Paul Weir “Developing Game Audio Software – Lessons Learnt, Definitions Defined, Stupidities Confirmed” 14:30–15:00 Tea & Coffee Break 15:00–15:30 Wrap Up and Final Thoughts