Blog homepage

A Wwise Wwizard for Wwise Adventurers

Audio Programming / New Releases / Sound Design

Did you ever wish for a Wwise magical Wwizard to guide you through your adventure while you test out new ideas for your game?  Perhaps you’re a sound designer trying to figure out how to tackle footstep sounds, or how to blend between a night/day ambience that fits the day/night cycle of your game, or how to alter some of the sounds or music in your project. As a programmer or technical sound designer, you may want to learn more about how you can communicate with Wwise and how to post Events, set RTPCs, and more. And if you’re a new Wwise user, maybe you’re trying to get a feel for how Wwise works before you even start working on an actual project.

So, here it goes. Audiokinetic will be hiring its first virtual employee, a white-bearded magical Wwizard. Although he may come across as stern, he’s very patient and, quite frankly, never gets tired. He will be available 24/7, 365 days/year, as your adventure quest master.  

Screen Shot 2017-05-01 at 9.36.47 AM.png

Inspired by The Wwise Project Adventure handbook, The Wwise Project Adventure Game (WPAG) will be coming to life towards the end of this year. The handbook, authored by Damian Kastbauer (you can read his recent blog The Untold Tales of a Technical Sound Designer), has always been a great resource for the Wwise community. So, we decided to work with an incredibly talented duo, Wwise devotees from Denmark, who were passionate about breathing life into a real-world production example of it. Sound designers and programmers will be able to learn, get inspired, and even change elements of the Game or their Wwise Project on the fly.

Screen Shot 2017-04-28 at 9.18.36 AM.png

About WPAG

WPAG is a third-person action-adventure game about a young adventuress who who comes across a small town that has been corrupted by an evil essence. The adventuress, helped by the magical Wwizard, will go through a journey to defeat corruption and free the villagers. The game’s artistic direction represents a unique indie-style, and features all the usual clichés of adventure games, such as exploration, combat, and collecting quest items. The project is an open-source platform for experimentation, so you’ll not only be able to modify the Wwise project, but you’ll even be able to access the camera script or enemy AI, and take inspiration for you own projects.

Screen Shot 2017-04-28 at 9.17.03 AM.png

Screen Shot 2017-04-28 at 9.17.43 AM.png

 

About the duo dev team

Screen Shot 2017-04-28 at 9.16.39 AM.png

So who are these two Wwise enthusiasts behind this adventurous Wwise world?  Jacob Lynggaard Olsen (left) and Mads Maretty (right), are Danish best friends who love games; playing and developing them! Although by no means are they twins, they are both audio and music specialists, who happen to also be programmers. These guys are so passionate about games, they also enjoy developing game asset productions like 3D models and animation and, therefore, have an understanding of the entire game production pipeline. Mads and Jacob decided to take the same academic route, earning their Bachelors in Medialogy (media technology), and today, are working together on finalizing their master’s thesis in Sound and Music Computing at Aalborg University in Copenhagen. The WPAG represents their Master's project, and they are now looking for your participation!

 

Audiokinetic

Audiokinetic

Audiokinetic sets new standards in audio production for interactive media and games. The company’s middleware solutions, including the award-winning Wwise® and SoundSeed®, empower sound designers and audio programmers with a cost effective, comprehensive authoring tool and audio engine for creating innovative interactive experiences. Audiokinetic is headquartered in Montréal, QC, Canada, has subsidiaries in Tokyo, Japan, and Shanghai, China, as well as Product Experts in Europe.

 @audiokinetic

Comments

James Zoutis

March 08, 2018 at 01:36 pm

is this available? I see it in the Wwise launcher but, there's nothing to install.

Leave a Reply

Your email address will not be published.

More articles

Planet Coaster - Crowd Audio : Additional Layers (PART 3)

Part 1. Scaling Ambition Part 2. The Crowd Soundbox System Part 3. Additional Layers ...

18.7.2017 - By Planet Coaster

Clocker: Designing Game Audio Logic (Part 1)

In this two-part blog series, we'll be going over the way we designed the sound system for Clocker. ...

16.1.2020 - By YU TAN

Lumote: Using Wwise to Drive In-Game Visual FX

Hello to everyone out there in Wwise user land! My name is Paul Ruskay and I am the Audio Director...

5.2.2020 - By Paul Ruskay

A Simplified Pipeline for Creating Wwise Audio Plug-Ins

**Originally posted January 15, 2019** Developing audio plug-ins for Wwise is fairly different from...

21.4.2020 - By Joel Robichaud

Loop-Based Car Engine Design with Wwise | Part 1

In this series, we’ll have a look at how to set up a sound design for a simple loop-based car engine...

12.8.2021 - By Arto Koivisto

Accelerate Your Strata Workflows | Part 1 - “Open In Strata”

Update as of January 27, 2023: As of Version 1.1, the Strata_Open associated Strata project from...

2.12.2022 - By Andrew Costa

More articles

Planet Coaster - Crowd Audio : Additional Layers (PART 3)

Part 1. Scaling Ambition Part 2. The Crowd Soundbox System Part 3. Additional Layers ...

Clocker: Designing Game Audio Logic (Part 1)

In this two-part blog series, we'll be going over the way we designed the sound system for Clocker. ...

Lumote: Using Wwise to Drive In-Game Visual FX

Hello to everyone out there in Wwise user land! My name is Paul Ruskay and I am the Audio Director...