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Community Demos at GDC 2019

 gdc_logo.jpg   BOOTH #1041, South Hall  

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Logo-bubbles-ColorWednesday, March 20 - 10:30am-12:00pm

Sound Design for Mobile VR with Blade Runner: Revelations

Hexany Audio

Richard Ludlow, Audio Director & Matthew Carl Earl, Lead Composer

In this session we’ll crack open the Wwise project for this Google Daydream and show some of the interactive features, discuss how we used Google Resonance for spatial audio, and explore the challenges of designing sounds for a mobile VR title.

Logo-bubbles-ColorWednesday, March 20 - 10:30am-12:00pm

Dead By Daylight and Deathgarden Music:  The Journey of an Interactive Music Score

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Michel F. April, Composer & Producer 

A comprehensive approach for scoring video games, a collaborative creation from inspiration, composition, production, integration and gameplay. (with visual and audio support) Q&A at the end.

Logo-bubbles-ColorWednesday March 20 - 1:00pm-2:30pm

Star Wars: Jedi Challenges – a lesson in mobile AR

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Nick Gallant Director, Audio Director & Max McCoy, Technical Sound Designer 

Jedi Challenges is a series of experiences that use an AR headset developed by Disney, Lucasfilm, and Lenovo. Using proprietary technology, the user slips their phone into the AR headset, and plays through the app enabled experience. In our post-mortem of Star Wars: Jedi Challenges, we will talk about the challenges for music, sound design, and dialog production for a mobile augmented reality product.

Logo-bubbles-ColorWednesday March 20 - 3:30pm-5:00pm

Behind the sounds of Assassin’s Creed Odyssey – Audio Systems and Techniques

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Simon Paris, Associate Audio Director 

Ubisoft Quebec will showcase the wwise project of Assassin’s Creed Odyssey, exposing some of the systems and techniques used to realise their massive open world game. The session will be a live Q/A filled with demos and run-time profiling. Finally they will be proud to present the Voice Inspector, a new profiling tool that is the result of a consulting project, a collaboration between Ubisoft and Audiokinetic.

Logo-bubbles-ColorThursday March 21 - 10:30am-12:00pm

The Music of Battletech: Using Basic RTPC's and Sub-tracks for Music Variation

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Jon Everist, Composer & President of Everist Sound 

In this introductory overview, Jon will go through his Battletech Wwise project and show how the simple use of sub-tracks and RTPC's can create seemingly complex music interactivity using simple data easily accessible by the game's engineers.

Logo-bubbles-ColorThursday March 21 - 1:00pm-2:30pm

Project Acoustics for Wwise:  Fast and accurate physics-based rendering for acoustic design for Wwise

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Hakon Strande, Principal Program Manager &  Noel Cross, Principal Software Engineering Lead

Projects acoustics does for audio design, what baked physically-based lighting did for graphics, using Azure cloud power. Project Acoustics is a codeless wave physics-based system that – while maintaining designer control and freedom - calculates acoustic parameters for wave propagation effects like portalling, reverb, occlusion and obstruction based on the materials and geometry of your virtual world. Design your acoustics from that detailed starting point without placing reverb volumes or casting rays. Apply the results in microseconds at run-time. Learn how to use this system to improve acoustic quality and save time today!

Logo-bubbles-ColorThursday March 21 - 3:00pm-4:00pm

Wwise Spatial Audio 2019.1

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Thalie Keklilian, Software Developer & Louis-Xavier Buffoni, Director, Research & Development 

Wwise is the worldwide leading solution empowering sound designers and programmers in developing the most sophisticated audio experiences for any type of interactive media. In this session, we will show what’s new for Spatial Audio in 2019.1. In our open source sample project, the Wwise Audio Lab, you will learn about sound propagation using rooms and portals, geometry-informed early reflections and diffraction.

Logo-bubbles-ColorFriday March 22 - 10:30am-12:00pm

Behind the sounds of Assassin’s Creed Odyssey – Audio Systems and Techniques

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Simon Paris, Associate Audio Director 

Ubisoft Quebec will showcase the wwise project of Assassin’s Creed Odyssey, exposing some of the systems and techniques used to realise their massive open world game. The session will be a live Q/A filled with demos and run-time profiling. Finally they will be proud to present the Voice Inspector, a new profiling tool that is the result of a consulting project, a collaboration between Ubisoft and Audiokinetic.

Logo-bubbles-ColorFriday March 22 - 10:30am-12:00pm

Song of Coqui - An Elastic EP 
This Song Never Remains the Same: Variable Automated Remixing Using Wwise

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Guy Whitmore, Composer & Music Designer - Foxface Rabbitfish, LLC

Only since the 20th century has music been recorded in a manner that cements a performance and mix into a singular specific experience. Live performance, improvisation, and live remixing all allow for subtle and overt differences to each and every performance. The goal of the Elastic EP project is to write and arrange music in a way that, while always the same composition, results in different arrangements and mixes with every playback, with thousands of potential variations. Using Wwise with Unreal or Unity it's possible to create such an experiences for PC or mobile devices.

 

Audiokinetic's GDC 2019 Schedule