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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Mixing, Music, and Mods: 'Cyberpunk 2077' Audio Technical Pipelines

Colin Walder  (Engineering Director, Management and Audio, CD Projekt RED)

Giuseppe Marano  (Staff Engineer, Audio, CD Projekt RED)

Location: Room 3006, West Hall

Date: Wednesday, March 20

Time: 3:30 pm - 4:30 pm

Pass Type: All Access Pass, Core Pass, Audio Pass - Get your pass now!

Topic: Audio

Format: Session

Vault Recording: Video

Audience Level: Intermediate

The music and mixing systems of Cyberpunk 2077 give Composers and Sound Designers the power to author their content, but also stands as a "director" between the player and the multitude of audio cues that naturally emerge from the life of Night City.

In this talk, Colin Walder, Engineering Director, Management & Audio, and Giuseppe Marano, Staff Engineer, Audio at CD PROJEKT RED, present an overview of the music and mixing tech developed for Cyberpunk 2077, and how creativity was put into the hands of the players through the audio modding system. They discuss the challenges involved in authoring dynamic transitions within a vast and dense open world, how to overcome the limitations of an area-based pipeline, and how to design a system that allows for injecting audio hooks into quests, scenes and dynamic encounters.


Attendees will learn how the music and the mix of Cyberpunk 2077 was driven using a decoupled state-based system. They will see how this solution allows for tailoring the audio direction of an open world game as well as easily performing adjustments in later stages of production.

Intended Audience

This talk is intended for audio programmers, sound designers, audio directors and other individuals who are interested in developing audio technology for games. The talk is broadly accessible to someone with an understanding of game audio, however some of the topics require knowledge of programming.

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