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Customer Profiles

These customer profiles will show you how Wwise and other Audiokinetic products are helping game developers make better audio, more easily.

Interview with Playdead - LIMBO

limboAfter setting the game world abuzz at GDC and winning multiple awards at the Independent Games Festival, Denmark based independent platform developer Playdead are set to release their highly anticipated LIMBO game on July 21st, 2010. We sat down with Martin Stig Andersen, the composer and sound designer on LIMBO, to find out more about this unique project, how the audio came to life, and what it was like using Audiokinetic’s Wwise.

Click here to download the customer profile.

Watch the game's teaser trailer:

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Dragons Talk: Larian Studios Employs Wwise for their Major Release

by Alexandra Pasian

Larian: Divinity II - Ego DraconisThe development team at Larian Studios makes excellent use of Wwise to manage thousands of lines of dialogue, localization and action sound effects for the third release in their award winning Divinity Series: Divinity II - Ego Draconis.

Click here to download the customer profile.
 

 

Increased Creativity With Wwise

by Alexandra Pasian

Next Level GamesNext Level Games strives for maximum creativity in everything they do.

Adopting Wwise for their development pipeline helps them create sophisticated game audio across all platforms.

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Sophisticated Audio -- Part of a Whole New Art Form

by Alexandra Pasian

Too HumanSilicon Knights adopts Wwise for Too Human and beyond with the goal
of transforming games into art.

Denis Dyack (President), Steve Henifin (Audio Director) and Paul Rogozinski (Programmer) talk about using Wwise in Too Human.

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Larian Studios selects Wwise for the Future

by Alexandra Pasian

LarianLarian Studios selects the Wwise audio middleware solution for its advanced authoring tool.

With this decision, the innovative studio achieves significant reductions in development and engineering costs.

To download the customer profile, click here

 

Wwise Convinces Audio Programmers

by Alexandra Pasian

Six of the industry’s top audio programmers talk about the advantages of using Wwise, including ease of integration, audio-centric workflow, and performance. They also discuss the power of sophisticated audio as well as the evolution of
the designer-programmer relationship.

Click on the links below to download the articles:

The six programmers are:

Chip Bell, Audio Programmer
Pandemic Studios in Brisbane, Australia

David Bettner, Game Developer
Ensemble Studios

Scott Bilas, Senior Engineer
Loose Cannon Studios

Blair Bitonti, Central Audio Software Engineer
Activision
Douglas DaSilva, Associate Software Engineer
Blue Fang Games
Damon Osgood, Principal Lead Programmer of Gameplay
BioWare Austin
 

Education for the Future of Audio Production for Games

by Alexandra Pasian

CRASIn order to help its graduates take advantage of the growing opportunities for
audio production in video games, The Conservatory of Recording Arts and
Sciences selects Wwise for its new curriculum.

To download the customer profile, click here.

 

FASA Studio Selects Wwise to Create Next-Gen Audio for Shadowrun

by Alexandra Pasian

cp_fasa_265x165_pic12FASA Studio selects Wwise to create next-generation audio for Microsoft Game Studios’ first title to be simultaneously developed for Microsoft Vista and Xbox 360. The intuitive architecture and mature authoring environment make Wwise the ideal fit for Shadowrun, the first game ever to allow PC and Xbox 360 players to go head-to-head on Xbox Live.

To download the customer profile, click here (PDF).