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In Your Head: Audio-Driven Everything in 'ALAN WAKE 2' & its Mind Place | GDC 2024
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Feb 212025
Sound isn’t just heard in Alan Wake 2 - it drives the experience. Alan Wake 2's profiling feature allows the player to delve into the minds and motivations of the game's characters, and access their thoughts and glimpses of past/future events. It exists inside the Mind Place, a 3D-space, immersive in-game user-interface, and hub to filter narrative elements and explore the story. Join Josh Bell as he goes through the audio design for the "Profiling" feature, exploring how the team concepted, overcame technical limitations, gave themselves a framework to execute a large amount of content needed, and utilized an "audio-driven audio" and "audio-driven visuals" approach to crafting a balanced and coherent experience. Learn more about Wwise: https://hubs.ly/Q033B3b-0 Curious about other projects powered by Wwise: https://hubs.ly/Q033B3V30 For more Wwise content, sign up to our newsletter and blog here: https://hubs.ly/Q033B53x0 To learn Wwise, click here: https://hubs.ly/Q033B5DT0 The Audiokinetic blog covers a wide range of interactive audio-related topics, including sound design methodologies, implementation strategies for audio assets, interactive music composition techniques, cutting-edge advancements in game audio technology, in-depth interviews with industry leaders, optimization tips for audio performance, and behind-the-scenes glimpses into the creative process driving current gaming projects.
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Audiokinetic

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