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As part of our ongoing collaboration with game developers, we will be visiting various cities around the world for Audiokinetic's Wwise Tour 2019. During the highly anticipated Wwise Tour events, some of the very best game audio teams around the world take us behind the scenes to share their projects and expertise, and expose their creative and technical thinking. 

For the Seattle event, we are honored to be hosting Microsoft presenting Crackdown 3 and Skywalker Sound presenting their work with Vader Immortal, Wreck It Ralph and War Remains. Register below to reserve your seat! This is an event you do not want to miss. 

 Event details

  • When: October 24th, 2019
  • Where: Microsoft Studio Baddress
  • Time: Presentations will start at 6:30pm (Salads & Sandwiches buffet will be served at 5:30pm)
  • Feature Presentations: Microsoft XBox Game Studios & Skywalker Sound
  • Partners Presentations: Tencent Cloud & Dolby

 

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Here is what we have planned for the event:

Publishing

crackdown-3-viz-ID (1) For this Wwise Tour presentation, sound designer James Nixon will give a two part talk on the physics systems of Crackdown 3.  Starting with an overview of the prop physics system found in Campaign Mode and then moving on to the challenges of cloud based destruction in the multiplayer Wrecking Zone. 

Presenter

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James Nixon
Sound Designer

Before taking his current position at Undead Labs, James worked with Microsoft Global Publishing on Crackdown 3 and several other titles. Outside of game development he also teaches for the Pacific Northwest Film Scoring Program and runs the Field Recording Slack channel.

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SkywalkerSoundGames

Kevin Bolen and Bill Rudolph will present Skywalker Sound's approach to immersive spatial audio for ILMxLAB's Vader Immortal: A Star Wars VR Series and Ralph Breaks VR. By combining cinematic sound design with Audiokinetic Wwise and Oculus spatial audio tools, the Skywalker Sound team builds immersive soundscapes that allow the audience to "Step Inside Our Stories."

Bill Rudolph will also present his work on the ground-breaking immersive location-based experience "War Remains" presented by Dan Carlin and produced by Flight School and Madison Wells Media Immersive.


Presenters

Kevin Bolen
Kevin Bolen
Audio Supervisor 
Bill Rudolph
Bill Rudolph
Audio Lead
Kevin Bolen supervises Skywalker Sound’s Immersive Audio Department. From the Academy Award-winning CARNE y ARENA to the interactive Millennium Falcon: Smugglers Run, Skywalker Sound combines decades of cinematic audio experience with bleeding-edge technologies to create unforgettable immersive audio experiences. Kevin’s team works with clients like Disney, Lucasfilm, Legendary Entertainment, and ILMxLAB to extend the power of cinematic storytelling into location-based experiences and home entertainment alike. Bill Rudolph creates audio experiences for VR, MR, and immersive media at Skywalker Sound. He is a 20 year veteran of the entertainment industry, having worked as a sound designer for games, film, advertising, and live theater.  Most recently he was an audio designer for several ILMxLAB immersive experiences (CARNE y ARENA, Star Wars: Secrets of the EmpireRalph Breaks VR),  and was also audio director for the Madison Wells Media produced War Remains location based VR experience.  While at Electronic Arts and Visceral Games he contributed to critically-acclaimed AAA game franchises including Dead Space and Battlefield.

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Tencent Cloud Logo

Game Multimedia Engine (GME) is a game cloud service by Tencent Cloud, which provides high-quality, cost-efficient and scalable in-game voice communication services for game developers. An end-to-end service that is easy to integrate, GME allows developers to enhance real-time multiplayer experiences so that players can instantly connect with each other around the globe.

Presenter

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Simeon Chang
Sr. Director of Tencent Media Lab

Simeon joined Tencent as the Sr. Director of Audio Research at Media Lab in the beginning of 2019. Before joining Tencent, Simeon established Dolby Beijing engineering team in 2010 and since then had been working as the Sr. Director of engineering at both Beijing and Sydney for 9 years.

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Dolby

Dolby Atmos has been available as an immersive surround sound format for console and PC games since 2015. In four short years, they have enjoyed the release of head-turning titles that use Dolby Atmos to their advantage. With every victory comes a revelation, a lesson learned, and a potential epiphany. Andy Vaughan, Developer Relations for Console and PC games at Dolby will talk through the soaring highs and crushing lows that have punctuated the past four years of integration.

Presenter

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Andy Vaughan
Sr.  Developer Relations Manager

Andy Vaughan works in content relations for Dolby Developer, helping developers (from independent to AAA) deliver Dolby Atmos-enabled titles for PC and Xbox. Based in Dolby's San Francisco headquarters, he works in a larger Consumer Entertainment Group that helps advance the science of sight and sound in the cinema, at home, and on-the-go.

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