Our customer profiles give you a taste of what users are able to create using our solutions. With Wwise and other tools from Audiokinetic, our customers are able to quickly and easily create truly immersive game audio.
Realtime Synthesis for Sound Creation in Peggle Blast
PopCap Games composer Guy Whitmore discusses the advantages of scoring your game, within the game
A common practice for games composers today is to compose and arrange fully mixed music cues in Pro Tools or Logic, then have an implementation specialist drop those files into the game. Music integration, in this case, is seen as a basic technical task.
Recently, on Peggle Blast, PopCap’s newest mobile addition to the Peggle Franchise, we were challenged by a directive from the team to keep all of our audio content under 5 MB. Having little to no memory is an Audio Designer’s worst nightmare, and we were concerned that we wouldn’t be able to come close to hitting the quality bar we had achieved on our last Peggle project, Peggle 2. To give some comparison, Peggle 2 shipped on Xbox One with 783 MB of audio.
In July 2014, Big Action Mega Fight! won the “Best Game Audio” award at Casual Connect USA in San Francisco, as part of the Indie Prize Showcase. We are really happy for them and wanted the take a moment of their time to know a bit more how they have developed the game using Wwise. Of course, while we’re used to working with teams from all around the world, there’s a bit of extra pride as Double Stallion (the game developer) and Vibe Avenue (the audio provider) are both from Montreal - Audiokinetic’s hometown!
Hope you’ll enjoy this interview with Dan Menard from Double Stallion and Mathieu Lavoie and FX Dupas from Vibe Avenue.
When the original Deus Ex was launched on PC in 2000, it was a pinnacle of choice in game design. Stealth, subterfuge, all-out assault; the gamer could tackle the challenges presented in almost any way they wished. Fast-forward to 2011, and Deus Ex: Human Revolution maintained that design philosophy, bringing the much-loved Deus Ex experience to a new generation of PC and console gamers, with high-definition visuals, and an incredibly immersive soundscape.
Deus Ex: The Fall had a big mandate: To bring the authentic Deus Ex experience intact to mobile devices, maintaining the top-quality graphics and cinematic audio experience created in the console game. Using Wwise as a technology backbone, and some great sound design skills, N-Fusion Interactive met and surpassed that goal. We talked with Joe Parisi, Audio Director and Producer on Deus Ex: The Fall, about using Wwise to tackle their audio design challenges head-on.
Open world games provide unique challenges for any audio team. Combine this with the characters ability to walk, run, jump, climb over obstacles and swim, drive a wide range of vehicles as well as engaging in martial arts and weapon based combat.
After four years in development and a change of publisher in the process, United Front Games came out with Sleeping Dogs published by Square-Enix. We asked Saki Kaskas, Scott Peters, and Jon Mitchell from the audio department to share their experience with Wwise in the development of Sleeping Dogs and its impact on the game creation process.
Technical report on Wwise, the audio authoring middleware
Audiokinetic, the developer of the audio authoring middleware Wwise, held
a launch event for their Japanese company Audiokinetic K.K. at the Canadian
Embassy in Akasaka, Tokyo. Mr. Naoto Tanaka, Music Director (BGM) and Mr.
Kentaro Nakagoshi, Lead Sound Designer (SE), who were responsible for audio
for METAL GEAR RISING: REVENGEANCE, had the opportunity
to present the significance of introducing Wwise into the production.
The presentation is geared toward audio professionals and may not be familiar
for many people, but we would like to share some of the material we showed.
Mr. Ohmori, in charge of the sound programming, will also explain some
details. We hope this may help game developers who are considering implementing
Award winning composer and sound designer Pedro Macedo Camacho has worked on a wide range of projects, including Audiosurf, Fury, Ghost Pirates, and A Vampyre Story in which he created textured atmospheres that meld into the psyche of the game itself. Recently, he took on a musical project with a difference, composing the score and sound design for the live performance of a play by the beloved Portuguese playwright Gil Valente. We sat down and talked with Pedro about his work and this latest project and asked him how he created the complex soundscape for a live performance using Wwise.
After setting the game world abuzz at GDC and winning multiple awards at the Independent Games Festival, Denmark based independent platform developer Playdead released its highly anticipated LIMBO game in July 2010. We sat down with Martin Stig Andersen, the composer and sound designer on LIMBO, to find out more about this unique project. He spoke to us about his experience with Wwise and about how the audio in the game came to life.
Dragons Talk: Larian Studios Employs Wwise for their Major Release
by Alexandra Pasian
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.
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:
FASA Studio Selects Wwise to Create Next-Gen Audio for Shadowrun
by Alexandra Pasian
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.