Born in Vancouver, Philip quickly found his passion for sound and dialogue right out of school. After 11 years editing dialogue for locally produced film and television shows, he was lucky to be given the opportunity to work on the Need For Speed and Skate franchises at Electronic Arts Blackbox. 12 years and 10 games later, Phil is happily working on whichever Far Cry game is thrown at him at Ubisoft Montreal. He strongly dislikes cilantro.

Philip Hunter sessions

Tips & Tricks for Dialog Success in Open World Games
Monday, November 12th

Description: Voice Designers from Ubisoft who’ve worked on titles such as Watch Dogs, Far Cry, Assassins Creed & The Division discuss how they go about aiming for success in dialogue in our huge dialogue rich open-world games. A panel discussion ranging from recording approaches and logistics, scoping the projects, ai bark systems, editorial and all […]