FASA Studio Selects Wwise to Create Next-Gen Audio for Shadowrun

게임 오디오

Developing for next-generation gaming platforms does not happen overnight. It takes months, even years, of planning and often involves a certain degree of speculation when it comes to what the technology will allow you to do. Microsoft Game Studios’ (MGS) FASA Studio began production on Shadowrun over two before the technology to produce such a game was available.

pic_shadowrun_11.jpg

Shadowrun is the first title to be developed for Microsoft Vista and Xbox 360 that allows live, cross-platform multi-player gaming. When production began, it was still unclear what audio capabilities the hardware would allow. According to Tobin Buttram, Audio Director on Shadowrun, “When we first started development, the audio picture for Xbox 360 existed mostly on paper. We knew, in principle, what the architecture would be, but that’s quite different from having working knowledge of the actual, finished product.”

“The top feature in Wwise is the working environment. It’s stable and intuitive and really helps me work.”

Tobin Buttram, Audio Director, FASA Studio, Microsoft

In the early stages of development, Buttram worked with an in-house sound engine that allowed him to test basic placeholder assets, but, when it came time to create next-generation audio for the highly anticipated Shadowrun, the development team considered all of its options. After careful testing, FASA Studio selected Audiokinetic’s Wwise®-WaveWorks Interactive Sound Engine® as its audio pipeline solution.

Selecting the Right Middleware Solution

Clearly, one of the main advantages associated with choosing any middleware solution, rather than maintaining in-house software, is that someone else is responsible for keeping ahead of industry trends. This means that, while FASA Studio concentrates on creating a game for next-generation platforms, Audiokinetic is concentrating on allowing them to create the best possible audio.

According to Buttram, who has shipped titles with Microsoft’s XACT in the past, “Although the feature set and the ideas behind it were great, it sometimes came up short on getting those features into the hands of content creators. And we knew that, when the team went to version 2 of XACT for Xbox 360, their priorities would have to be the hardware and software architecture of the console itself instead of the authoring tools.”

In the end, Buttram selected Wwise because it was the right choice for his production. He explains that “the feature set in Wwise and the product’s road map were the best match for our needs on Shadowrun.”

According to Buttram, “The top feature in Wwise is the working environment. Quickly shifting between different views using quick keys allows me to focus on the task at hand rather than on constantly rearranging the UI. It’s stable and intuitive and really helps me work.” He goes further to emphasize that “the ability to shift various audio states from one to another, to cross-fade between them, and to control the amount of time over which that happens is great. The real-time monitoring, or advanced profiler functionality, is proving itself to be indispensable to me and to our test team here at FASA.”

Audio Tools for Audio Artists 

Not surprisingly, the nature of the authoring environment in Wwise is extremely important to Buttram. Having been Audio Director at FASA Studios for the past four years, he began his career as a musician. He has a BA in Music Performance from the University of Central Florida and spent years touring and recording with an impressive list of artists.

Buttram has been working in games audio for ten years and, like so many other creators of audio for games, has been frustrated with the tools available to him. As Buttram explains, “Traditionally, audio tools are designed by programmers and reflect a programmer mentality instead of an audio engineering approach. Understandably, given the tight deadlines in this industry, tool development takes a back seat to engine development, so all too often the tools look and feel like glorified spread-sheets.”

What this musician and composer turned audio director wanted was a production environment that was more responsive to his production needs and was more in line with his way of working. For Buttram, what sets Wwise apart is that “Audiokinetic used a more audio-centric design paradigm when it came time to create their solution.”

“Compared to the others, Wwise is easy and makes intuitive sense. The architecture and interface are great for anyone working on audio production in games.”

—Tobin Buttram, Audio Director, FASA Studio, Microsoft

Says Buttram, “The biggest thing is that Wwise is the first mature authoring environment in the industry. Compared to the others, Wwise is easy and makes intuitive sense. The architecture and interface are great for anyone working on audio production in games.”

Shadowrun    5-1.jpg

More Creative Control

Buttram admits that the audio group at FASA Studio is not huge. Peter Burzynski, who is the sole audio developer at FASA, is also responsible for many other critical systems in the game that often have to take precedence. As Audio Director, Buttram has access to audio production services at Microsoft Game Studios for help on content production, but, on most days, he is the entire audio team. Says Buttram, “This is one of the reasons why we are using Wwise.”

According to Buttram, Wwise makes his work a lot easier. “Using Wwise and our proprietary game engine, it’s easy to hook elements up. Then, I can test and change most parameters myself live in-game. I can even update 3D roll offs in-game and in real-time. This kind of live, in-game mixing should be a requirement for any games audio tool.”

“The biggest thing is that Wwise is the first mature authoring environment in the industry.”

Tobin Buttram, Audio Director, FASA Studio, Microsoft

Because Buttram can design and tweak on his own, he does not have to run to a programmer to make changes. As Buttram says, “Wwise really puts more control in the content creator’s hands.” Using Wwise means that Buttram can create sophisticated audio with relative autonomy instead of waiting to fit into Burzynski’s already over-full schedule.

Of course, Buttram is used to this kind of solitary work. He says, “In audio development, you do a lot of work by yourself. And, much of the time, you are doing work that no one notices until they’re playing the game on a good surround sound system.” Then again, Buttram is not really alone anymore. Audiokinetic appreciates what he is doing and is only too happy to help.

 

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

댓글

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

Mystralia의 마법적이고 역동적인 음악 사운드스케이프 만들기

Mages of Mystralia는 주인공 지아(Zia)가 마법의 기술을 배우는 매력적이고 다채로운 액션 어드벤처 게임입니다. Borealys Games의 작곡자이자 사운드...

23.6.2020 - 작성자: 안토이네 바숀(ANTOINE VACHON)

Wwise+GME 게임 음성 솔루션: 다양한 음성 플레이 대방출, 생생한 몰입감 선사

AppAnnie2021 모바일 게임 리포트는 강력한 소셜 인터랙션 속성을 가진 배틀 그라운드, 슈팅 및 온라인 MOBA가 플레이어들의 사랑을 많이 받았으며 게임 시간 증가를...

13.1.2022 - 작성자: Tencent Cloud

텔 미 와이(Tell Me Why) | 오디오 다이어리 제 2부: 음악

Tell Me Why의 음악은 본질적으로 캐릭터의 서사와 감정을 뒷받침하도록 설계되었습니다. 게임의 이야기는 두 주인공에게 아주 자세하게 집중되어 있으며 생각에 잠기기 쉬운 느린...

23.6.2022 - 작성자: 루이 마르탱 (Louis Martin)

텔 미 와이(Tell Me Why) | 오디오 다이어리 제 4부: 믹싱과 마스터링

'텔 미 와이(Tell me Why)'는 Xbox와 PC에서 출시되었으며 5.1 서라운드 사운드를 완전히 지원합니다. 서사적 게임을 작업할 때에는 최종 믹스를 특정 방식으로...

26.7.2022 - 작성자: Mathieu Fiorentini

Wwise를 사용한 반복 재생 기반 자동차 엔진음 디자인 | 제 1부

이 시리즈에서는 Wwise Authoring과 오디오 및 자동차 전문 지식을 알맞게 사용해서 간단한 반복 재생 기반 자동차 엔진 사운드를 디자인하는 방법을 살펴보려고 합니다! ...

18.4.2023 - 작성자: 아르토 코이비스토 (Arto Koivisto)

BPM: 불렛 퍼 미닛(Bullets Per Minute)에서 음악과 게임플레이 동기화하기

어떤 리듬의 FPS를 만들지 결정하기 BPM: 불렛 퍼 미닛(Bullets Per Minute)은 박자에 맞춰 총을 쏘고, 재장전하고, 점프하고, 피하는 리듬 액션 FPS...

11.12.2024 - 작성자: Awe Interactive (어 인터랙티브)

다른 글

Mystralia의 마법적이고 역동적인 음악 사운드스케이프 만들기

Mages of Mystralia는 주인공 지아(Zia)가 마법의 기술을 배우는 매력적이고 다채로운 액션 어드벤처 게임입니다. Borealys Games의 작곡자이자 사운드...

Wwise+GME 게임 음성 솔루션: 다양한 음성 플레이 대방출, 생생한 몰입감 선사

AppAnnie2021 모바일 게임 리포트는 강력한 소셜 인터랙션 속성을 가진 배틀 그라운드, 슈팅 및 온라인 MOBA가 플레이어들의 사랑을 많이 받았으며 게임 시간 증가를...

텔 미 와이(Tell Me Why) | 오디오 다이어리 제 2부: 음악

Tell Me Why의 음악은 본질적으로 캐릭터의 서사와 감정을 뒷받침하도록 설계되었습니다. 게임의 이야기는 두 주인공에게 아주 자세하게 집중되어 있으며 생각에 잠기기 쉬운 느린...