Customer Profiles
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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
Click here to download the customer profile. Watch the game's teaser trailer: Dragons Talk: Larian Studios Employs Wwise for their Major Releaseby Alexandra Pasian
Click here to download the customer profile. Increased Creativity With Wwiseby Alexandra Pasian
Adopting Wwise for their development pipeline helps them create sophisticated game audio across all platforms. Click here to download the customer profile. Sophisticated Audio -- Part of a Whole New Art Formby Alexandra Pasian
Denis Dyack (President), Steve Henifin (Audio Director) and Paul Rogozinski (Programmer) talk about using Wwise in Too Human. Click here to download the customer profile. Larian Studios selects Wwise for the Futureby Alexandra Pasian
With this decision, the innovative studio achieves significant reductions in development and engineering costs. To download the customer profile, click here Wwise Convinces Audio Programmersby 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 Click on the links below to download the articles:
The six programmers are:
Education for the Future of Audio Production for Gamesby Alexandra Pasian
To download the customer profile, click here. FASA Studio Selects Wwise to Create Next-Gen Audio for Shadowrunby Alexandra Pasian
To download the customer profile, click here (PDF). |
After 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.
The 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.
Next Level Games strives for maximum creativity in everything they do.
Silicon Knights adopts Wwise for Too Human and beyond with the goal

FASA 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.