Blog homepage

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

Game Audio / Sound Design / Wwise Tips & Tools

witcher3.png

Continued...  

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.

During Audiokinetic's Wwise Tour, the CD Projekt Red audio team presented their work. 

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

The consideration, successes, and lessons learnt are demonstrated in a series of very educational Wwise Tour videos from the event. If you didn't get the chance to see the first set of videos, we recommend that you check out The Witcher 3: Wild Hunt - Game Audio (part 1/2).

 

Combat: Global Approach

In this video, Krzysztof describes how they crafted believable combat sounds for their 67 monsters, with a handcrafted but fast paced, and a little bit of a dirty approach. While recording sword sounds from real life, they had discovered that they were relatively dull sounds. This may have had an influence in regards to building up their enthusiasm towards creating highly detailed combat sounds. 

Switches were used in abundance for their combat system, allowing them to identify: 

  • Who’s using the weapon
  • What armor type is hitting the weapon
  • What type of attack it is
  • What location is being hit , and so on.

When they previewed their Wwise project in this part of the presentation, it was very apparent that their content was very organized, detailed, and structured.

 

Music: General Approach 

Marcin presents a general overview of the decision process involved before adopting Wwise for The Witcher 3: Wild Hunt.

From here, he takes us through the team’s general approach when it came to music.  Despite the non-linear nature of the game, in order for the music to become an integral part of the storytelling, they had to consider bonding the music with a narrative layer. They, therefore, decided that the music needed to be perceived as a linear experience for the player. 

Technically, the music uses a mix of States and Switches. These States control day/night cycles, generic combat, and Gwent tracks, while the Switches control dialogue music, cut-scene cues, custom gameplay, and boss combats.  RTPC’s are also used for exploration vs. threat music.  

Marcin explains why about 95% of the tracks use the same key signature, before he plays pieces of music while soloing certain stems and diving deeper into the details of the many music systems that were implemented.

 

Music: Action Sync

Colin describes how they implemented the various cues that the music system needed using scripts, volume triggers, and player vs. enemy levels. Using bar and beat music callbacks from Wwise, they were able to convince the team to experiment with synchronizing enemy attack moves to the music's beat. You can watch this particular system in action here, and it is quite impressive!

 

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

Comments

Leave a Reply

Your email address will not be published.

More articles

AURO-3D within the context of Wwise - A how-to blog!

Virtual Reality is quickly becoming the hottest production topic on the interactive audio scene....

6.12.2016 - By Tom Todia

Using Wwise in Game Jams and Micro-Projects

Game jams, as fun as they can be, can be stressful and frustrating from an audio point of view....

15.5.2018 - By Yoann Morvan

SpectralMultiEffect by zerocrossing

SpectralMultiEffect is a plug-in for Wwise. It was created with the intent of enhancing...

4.6.2021 - By Javier Arciniegas

Wwise 2022.1 Unreal Integration Changes

About Wwise 2022.1 Unreal Integration This version is a major milestone in the Unreal Integration...

9.9.2022 - By Michel Donais

Fang Tango | Step Up Your Sound Game Jam

This article was written following the second annual Step Up Your Sound Game Jam, an Android mobile...

28.4.2023 - By Redstart Interactive

Realistic Haptics Effects Achieved With Wwise

Introduction My name is Natsuo Koda from Miraisens. I am the CEO of Miraisens, engaged in R&D...

3.4.2024 - By Natsuo Koda

More articles

AURO-3D within the context of Wwise - A how-to blog!

Virtual Reality is quickly becoming the hottest production topic on the interactive audio scene....

Using Wwise in Game Jams and Micro-Projects

Game jams, as fun as they can be, can be stressful and frustrating from an audio point of view....

SpectralMultiEffect by zerocrossing

SpectralMultiEffect is a plug-in for Wwise. It was created with the intent of enhancing...