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Wwise Tour 2016 - CD Projekt Red Witcher (5 of 6) - Music: General Approach

Game: The Witcher - Wild Hunt

Wwise Tour 2016, Warsaw, Poland. The Witcher - Wild Hunt, by CD Projekt Red. Presented by Krzysztof Lipka, Senior Sound Designer and Sound Team Coordinator, Pawel Daudzward, Senior Sound Designer, Marcin Przybylowicz, Music Director and Composer and Colin Walder, Senior Audio Programmer. Wwise by Audiokinetic. https://www.audiokinetic.com/

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.

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Wwise & Unity Integration - Adding & Subtracting Musical Layers by Changing RTPC values

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Vertical / Horizontal Adaptive Music in Wwise

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Music Integration Into Video Games with Brock | Game Audio

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Wwise Tour

毎年さまざまな都市て行われるこのイベントでゲーム開発の専門家、とりわけゲームオーディオのプロ達が一堂に集まりお互いに教え教わりながら、突出した協力体制を組んだゲームオーディオチームからクリエイティブな考え方や経験を習得しています。

次回のWwise Tour開催案内を希望します。