The Witcher 3: Wild Hunt - Game Audio (part 1/2)

게임 오디오 / 사운드 디자인 / Wwise에 대한 팁과 도구

The_Witcher_3_Wild_Hunt_Blood_and_Wine_Beauclair_is_all_kinds_of_fancy_RGB.png

CD Projekt Red released The Witcher 3: Wild Hunt in May of 2015, and critics have been raving about it in consensus, describing it as a truly remarkable and worthwhile gaming experience. While it won a number of Game of the Year awards last year, it has continued to be one of the best games to play in 2016. Set in a nightmarish fantasy world of assassins, monsters, and mythical beasts, The Witcher 3: Wild Hunt is an open world, action role-playing video game, and the main story involves the Wild Hunt and its sinister quest. Gamers can, however, also lose themselves in the lavish countryside, and seek out side-quest adventures that elevate their game experience. 

The audio experience achieved by CD Projekt Red in The Witcher 3: Wild Hunt was surreal.  The music in this game is an immersive story of its own, while the level of attention to detail with every consideration ensures that every sound participates in transporting the gamer into a mystical world and captivates them entirely so that the lines between reality and game are ever so blurred.

 

So, how did they do this?

 

Under the hood

In this short video, Colin Walder, Senior Audio Programmer, presents the audio team behind The Witcher 3: Wild Hunt, and introduces some context and perspective about their decision to adopt Wwise.

  • Krzysztof Lipka – Sound Team Coordinator
  • Paweł Daudzward – Sr. Sound Designer
  • Marcin Przybyłowicz – Music Director / Composer
  • Colin Walder – St. Audio Programmer

 

 

Ambience

Just before playing some examples of dynamic ambiance, Paweł presents the initial goals for ambiance in the game, such as having:

  • Enough content to fill this huge open world
  • Sound variations to avoid repetition
  • Mechanisms to mimic real world
  • Control mixing on the fly for storytelling purposes
  • Straightforward implementation

 

Paweł then shows how their global weather system has been implemented in Wwise using Blend Containers reacting to wind intensity parameters, rain, and thunderstorms. Custom locations are handled by local ambiences that override the global weather system using an RTPC attached to volume.  

 

Animals are integrated as ambiences as well, reacting to parameters such as time, wind and rain intensity.

 

Colin concludes the ambience portion by demonstrating how it has been implemented in code. He describes this part as “handcrafted” as to provide as much control as possible for the sound designers. He concludes this section of the presentation by explaining how ambient sounds were triggered from geometric volumes set by the team to create ambient zones that follow the listener inside, but that will stay clamped to the zone boundaries when the player exits the area.

 

 

Crowd & Walla, and SFX 

Another objective for The Witcher 3: Wild Hunt audio team was extending ambiences to allow for a better sense of presence in regards to surrounding crowds and Walla sounds. These sounds move and turn around the player.  To get a certain sense of proximity and orientation, the crowd system was separated into four quadrants that would calculate the proximity and number of NPCs before sending this information to Wwise through game parameters. This system also tracks if the NPCs are inside or outside as well as their States, such as afraid or not afraid. The automatic volume generation for trees and rivers is also quite impressive.  

Colin then follows with the tools they’ve made available to sound designers for tagging animations, timeline editing, attaching Events to bones, distance culling, and so on. Elements such as how bushes and plants could emit sounds when the main character is walking by were also presented.

 

Stay tuned for part 2 of this blog and, in the meantime, let us know if you'd like to be invited to the next series of Wwise Tour game audio presentations.   

 

Subscribe

 

Audiokinetic wishes to thank CD Projekt Red and everyone on The Witcher 3: Wild Hunt team. Thank you for assembling this fascinating educational presentation and sharing it with the Wwise and interactive audio community. Game audio at its finest, these series of Wwise Tour videos are a must watch. We hope you enjoyed them and that you will want to share them with your fellow game audio peers!

 

Audiokinetic

Audiokinetic

Audiokinetic is the leading provider of cross-platform audio solutions for interactive media and gaming, and sets new standards in interactive audio production for location-based entertainment, automotive, consumer electronics, and training simulation. A trusted and strategic partner to the world’s largest interactive media developers and OEMs, Audiokinetic has a long-established ecosystem of allies within the audio industry and amongst platform manufacturers. The company’s middleware solutions include the award-winning Wwise, as well as Wwise Automotive and Strata. Audiokinetic, a Sony Group Company, is headquartered in Montréal, Canada, has subsidiaries in Tokyo, Japan, Shanghai, China, Hilversum, Netherlands, as well as Product Experts in the USA.

 @audiokinetic

댓글

Dejan Petrovik

November 29, 2016 at 03:39 pm

Great tour! Thanks

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

WAAPI 간소화하기

Wwise 저작 API (Wwise Authoring API, WAAPI)를 사용하신 적이 없으시다면 이 글을 통해 사용해볼 기회가 생기기를 바랍니다. 네, 프로그래머가 아닌...

4.11.2020 - 작성자: Adam T. Croft

새로운 Impacter 플러그인 알아보기

개요 Impacter(임팩터)는 기존의 SoundSeed Impact 플러그인을 영감으로 하는 새로운 음원 플러그인입니다. 이 플러그인은 '타격음' 사운드 파일을 저작 도구로...

20.5.2021 - 작성자: 라이언 돈 (RYAN DONE)

대사 | Wwise와 Unity에서의 나레이션

현대 게임의 필수 요소 중 하나인 보이스오버 대사는 플레이어가 캐릭터를 특정 목소리와 연관지을 수 있을 뿐만 아니라 전반적인 억양을 통해 캐릭터의 감정을 더 잘 이해할 수 있게...

5.4.2023 - 작성자: Jake Gamelin (제이크 겜린)

ReaWwise를 사용한 ReaScript(Lua)에서의 WAAPI

ReaWwise에서 잘 알려지지 않은 기능 중 하나는 원시적 WAAPI 함수를 REAPER에 노출하여 사용자 정의 ReaScript에서 사용할 수 있다는 것입니다. 이 블로그...

20.11.2024 - 작성자: 앤드류 코스타 (Andrew Costa)

Scars Above(스카스 어보브)의 오디오 최적화 모범 사례

소개 이 글에서는 게임 스카스 어보브(Scars Above)를 프로파일링하고 오디오를 최적화하는 데 적용한 다양한 원칙을 설명해드리려고 합니다. 사운드 디자이너분들에게 저희가 겪은...

12.3.2025 - 작성자: 밀란 앤틱(Milan Antić)

Wwise Spatial Audio 2023.1의 새로운 기능 | Reverb Zone (리버브 존)

Reverb Zone 소개 Wwise 2023.1은 Wwise Spatial Audio에 Reverb Zone (리버브 존)이라는 새로운 도구를 추가했습니다. Reverb...

9.5.2025 - 작성자: 토마스 한슨 (Thomas Hansen)

다른 글

WAAPI 간소화하기

Wwise 저작 API (Wwise Authoring API, WAAPI)를 사용하신 적이 없으시다면 이 글을 통해 사용해볼 기회가 생기기를 바랍니다. 네, 프로그래머가 아닌...

새로운 Impacter 플러그인 알아보기

개요 Impacter(임팩터)는 기존의 SoundSeed Impact 플러그인을 영감으로 하는 새로운 음원 플러그인입니다. 이 플러그인은 '타격음' 사운드 파일을 저작 도구로...

대사 | Wwise와 Unity에서의 나레이션

현대 게임의 필수 요소 중 하나인 보이스오버 대사는 플레이어가 캐릭터를 특정 목소리와 연관지을 수 있을 뿐만 아니라 전반적인 억양을 통해 캐릭터의 감정을 더 잘 이해할 수 있게...