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

游戏音频 / 声音设计 / Wwise 技巧和工具

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

评论

Dejan Petrovik

November 29, 2016 at 03:39 pm

Great tour! Thanks

留下回复

您的电子邮件地址将不会被公布。

更多文章

《Total War: WARHAMMER 2》:我们如何创作并系统地运用音乐

可能有些读者并不熟悉《Total War》,所以有必要在此简单介绍一下。《Total...

2.12.2019 - 作者:_Creative Assembly

多人游戏如何利用语音聊天大幅提升玩家体验

最近为了抗击新冠疫情,很多人不得不宅在家里,使得手机游戏和主机游戏异常火爆。据游戏网站 SteamDB 统计,在三月中旬光是 Steam 玩家就创下了 2030...

19.10.2020 - 作者:TechJVB

独自开发第一人称恐怖冒险游戏

我的背景 我叫亚历山德罗•古佐,是一名独立游戏开发者,目前开发过两款第一人称恐怖冒险游戏:《The Land of Pain》和《The Alien...

13.4.2023 - 作者:亚历山德罗•古佐 (Alessandro Guzzo)

在 Wwise 中构建环境声系统

简介 大家好!我叫刘易斯,是 Soundcuts 的声音设计师,同时也是 Airwiggles...

10.12.2024 - 作者:刘易斯•汤普森

《驱入虚空 (Into The Void )》的音频设计分享丨如何通过声音塑造沉浸之旅

简介 《驱入虚空(Into The Void)》是一款充满冒险与未知的游戏,故事背景设定在一个全新开始的世界。 庞大的建筑群从天而降,带来了新的人类和未曾预料的新使命。...

29.4.2025 - 作者:高庶人

《Midas Merge》背后的声音设计

本文将介绍《Midas Merge》音频设计的心路历程以及 Wildlife 音频团队如何利用 Wwise 为这款合并类益智游戏打造音效。...

9.6.2025 - 作者:Wildlife Studios

更多文章

《Total War: WARHAMMER 2》:我们如何创作并系统地运用音乐

可能有些读者并不熟悉《Total War》,所以有必要在此简单介绍一下。《Total...

多人游戏如何利用语音聊天大幅提升玩家体验

最近为了抗击新冠疫情,很多人不得不宅在家里,使得手机游戏和主机游戏异常火爆。据游戏网站 SteamDB 统计,在三月中旬光是 Steam 玩家就创下了 2030...

独自开发第一人称恐怖冒险游戏

我的背景 我叫亚历山德罗•古佐,是一名独立游戏开发者,目前开发过两款第一人称恐怖冒险游戏:《The Land of Pain》和《The Alien...