Game Music Middleware, Part 1: Wwise

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The use of third-party audio middleware in game development is a slow-growth trend that will doubtless become more influential in the future, so I thought I’d devote my next two blog entries to some recent video tutorials produced by a few intrepid game audio pros who have stepped forward to help the community.

This first blog is devoted to Wwise, and the tutorials come to us courtesy of Michael Kamper, Senior Audio Developer at Telltale Games.  With over 16 years of experience in audio production, Michael has served as Audio Director for The Bureau: Xcom Declassified, Bioshock 2 DLC, and Bioshock 2, among others.  Michael has also enjoyed a successful career as a feature film sound designer for such movies as Mission Impossible III, The Day After Tomorrow, Legally Blonde, and many more.  His experience in television includes sound design for Xena: Warrior Princess, Hercules: The Legendary Journeys and Profiler.

In the following two-part video tutorial, Michael generously details his Wwise workflow during music implementation for The Bureau: Xcom Declassified:

Wwise Interactive Music Demo – The Bureau – Part 1 – Switches

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Wwise Interactive Music Demo – The Bureau – Part 2 – Segments/RTPCs

 

 

6 responses to “Game Music Middleware, Part 1: Wwise

  1. Pingback: Game Music Middleware, Part 2: FMOD | Composer Winifred Phillips

  2. Pingback: MIDI in Wwise for the Game Music Composer: Peggle Blast | Composer Winifred Phillips

  3. Pingback: Game Music Middleware, Part 3: Fabric | Composer Winifred Phillips

  4. Pingback: Game Music Middleware, Part 4: Elias | Composer Winifred Phillips

  5. Pingback: Game Music Middleware, Part 5: psai | Composer Winifred Phillips

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