Master Game Audio with Wwise And Unreal Engine 5 hero

Course template / hosted architecture draft

Master Game Audio with Wwise And Unreal Engine 5

With a gaming industry that is now almost double the size of the music and film industries combined, this represents a great field of opportunity for those wishing to become sound designers and composers. In this course, Berlin-based sound designer and composer Eduardo Pesole will provide the latest skills, techniques and first-hand industry insight into the

Level

Level 1

Duration

Format

Course overview

The live online and interactive course on sound design using Wwise and Unreal Engine for aspiring and professional game developers, sound designers and composer producers transitioning to game audio. Master Game Audio with Wwise and Unreal Engine 5 is a live online and interactive course taught twice weekly over 6 weeks by Berlin-based sound designer Eduardo Pesole. This course is designed specifically for aspiring and professional sound designers, composers, producers and game developers. It features weekly solo and group exercises, opportunities to ask Eduardo any questions about your own projects and the chance to connect with like minded practitioners from around the world. The course also includes two live interactive playback sessions where you will be able to showcase your learning for practical critique and advice. Class timings have been chosen to suit audiences across international time zones to help you build wider professional networks and for employees looking to log in from work and tie the course into their staff training and development. Master Game Audio with Wwise and Unreal Engine 5 provides the necessary latest skills, techniques and first-hand industry insight into the methodology, workflow and tips and tricks to game audio, non-linear and procedural sound design using Wwise and Unreal Engine for video game and immersive experiences. The course will lead you from the simple implementation of an audio file to be played in the engine to designing complex procedural audio systems, such as day night cycles; wind intensity, complex game mechanics, procedural environment changing from zone to zone, surfaces and walk intensity switches:
  • Learn how to combine ambisonics, audio objects and all spatial audio features to get a real immersive soundscape in which to move around.
  • Learn how to create a sound narration that is always coherent and dynamic, the role of interactive music, project optimisation for a balanced audio mix.
  • Work on exercises solo and in groups
  • Connect with Wwise Unreal Engine practitioners worldwide.
  • Speak to your employer about using your staff training allowance for the course!
The online course will consist of:
  • 2 x 2hr live online classes / week
  • All classes recorded to watch at your own pace
  • Access to session templates and sounds
  • Interactive group challenges
  • Opportunities to showcase your projects for advice and guidance
  • Music Hackspace Graduate Certificate of Excellence
  • 1-year Going Deeper subscription included

Who is this course for?

  • Audio Professionals and Enthusiasts
  • Game Developers and Designers
  • Students and Aspiring Game Audio Professionals
  • Professionals Transitioning to Game Audio

Requirements

  • Wwise license (free indie license)
  • Unreal Engine installed
  • Reaper or equivalent DAW
  • A MIDI controller (optional)
  • Gaming PC (Preferably)
  • Audio Interface (optional)
  • Microphone (optional)

Course content

Session 1

Introduction to Game Audio

Session 1 - Recording · Presentation - Session 1 · Introduction to the course

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Session 2

Organising Wwise project

Session 2 - Recording · Presentation - Session 2 · Work units and hierarchy structure

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Session 3

Sound from the game

Session 3 - Recording · Presentation - Session 3 · Events actions

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Session 4

Game syncs 1

Session 4 - Recording · Session 4 - Presentation · Switches and States on Wwise

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Session 5

Game syncs 2 + Feedback session 1

Session 5 - Recording · 1h Feedback on students WIP · Trying switches using different surfaces

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Session 6

Starting with spatialization

Session 6 - Recording · 3D positioning · Attenuation settings

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Session 7

Audio signal routing

Session 7 - Recording · Master mixer hierarchy and AUX busses · Actor mixers and their functions

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Session 8

Ambisonics and env sound

Session 8 - Recording · IEM plugin suite overview · Importing AMBIX into Wwise

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Session 9

Spatialization in UE

Session 9 - Recording · Ambient sound blueprint and radial circle · Portals, Spatial Audio Volumes, Reverb Volumes

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Session 10

Music overview + Feedback session 2

Session 10 - Recording · 1h feedback on students WIP · Understanding interactive music workflow

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Session 11

Elements of mixing

Session 11 - Recording · Prioritising sounds categories · Importance of dynamic mix to optimise projects

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Session 12

Projects review

Session 12 - Workshop Recording · Showcase and feedback session on students projects

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Session 13

Session 13 - Recording

Workshop Recording

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Session materials

Introduction to Game Audio

Introduction to the course

Open resource

Introduction to Game Audio

Getting to know each other

Open resource

Introduction to Game Audio

Understanding the differences between linear and non- linear sound design

Open resource

Introduction to Game Audio

Game audio history overview

Open resource

Introduction to Game Audio

How to set up UE5 and Wwise

Open resource

Organising Wwise project

Work units and hierarchy structure

Open resource

Organising Wwise project

ICreate an event on Wwise and soundcaster sessions

Open resource

Organising Wwise project

integrate Wwise into an UE5 project

Open resource

Sound from the game

Add an event to unreal and play a sound from the game

Open resource

Game syncs 2 + Feedback session 1

Session 5 - Recording

Open resource

Game syncs 2 + Feedback session 1

1h Feedback on students WIP

Open resource

Game syncs 2 + Feedback session 1

Trying switches using different surfaces

Open resource

Starting with spatialization

3D spatialization and automations

Open resource

Audio signal routing

Master mixer hierarchy and AUX busses

Open resource

Audio signal routing

Actor mixers and their functions

Open resource

Ambisonics and env sound

Building dynamic env sound in Wwise with blend containers and RTPC

Open resource

Spatialization in UE

Ambient sound blueprint and radial circle

Open resource

Spatialization in UE

Portals, Spatial Audio Volumes, Reverb Volumes

Open resource

Music overview + Feedback session 2

Session 10 - Recording

Open resource

Music overview + Feedback session 2

1h feedback on students WIP

Open resource

Music overview + Feedback session 2

Understanding interactive music workflow

Open resource

Music overview + Feedback session 2

Overview of interactive music system in Wwise

Open resource

Elements of mixing

Importance of dynamic mix to optimise projects

Open resource

Projects review

Showcase and feedback session on students projects

Open resource

Instructors

Eduardo Pesole

Eduardo Pesole

Instructor

Eduardo Pesole (Bari IT, 1994) is a Berlin-based sound designer, sound artist and composer He is a graduate in Sound Design from IED - Istituto Europeo di Design, Rome and his clients include Point Blank Games, 505 Games and Oneoone Games. Eduardo started playing guitars and bass at the age of 14 in some psychedelic rock bands. From 2019 to 2021, he worked as mix engineer, audio editor and sound designer for short movies, until he switched to interactive sound design and audio programming for video games and eventually left Rome to move to Berlin. Meanwhile, he also worked as a composer for fashion movies and collections, collaborated with other artists and developed solos projects. The knowledge acquired from the game industry makes him able to move easily through multidisciplinary projects and to experiment with acoustics and the architecture of spaces through the use of spatial audio technology, within both the digital and the real world. He has a personal and genuine aesthetic that fully encloses all different genres he likes and gets inspiration from, in an organic and evolving form of sound narration. The use of analog synthesizers, granular synthesis and resampling allows him to design soundscapes and explore unique and interesting timbres.

Frequently asked questions