menu
 

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.

조회수 6572

관련 영상

14:11

Vertical / Horizontal Adaptive Music in Wwise

06:34

Music Integration Into Video Games with Brock | Game Audio

09:50

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

관련 영상

14:11

Vertical / Horizontal Adaptive Music in Wwise

조회수 10080
06:34

Music Integration Into Video Games with Brock | Game Audio

조회수 1143

Wwise 투어

매년 다양한 도시에서 열리는 Wwise 투어는 게임 개발 업계, 특히 게임 음향 전문가들과 최고의 게임 오디오 팀이 모여 서로의 창작물과 전문 지식을 공유하며 배우는 장입니다.

다음 Wwise 투어에 저도 초대해 주세요!