Media Summary: This next quick guide overviews how to track various upcoming In this next video we look at setting unique data for when the player character is underwater. Purchase any of our SFX Libraries to ... In the next tutorial video we highlight a process to implement background ambience for each map. We make use of simple map ...

Cube Wwise 2018 Chapter 06 Environment Showcase Examples - Detailed Analysis & Overview

This next quick guide overviews how to track various upcoming In this next video we look at setting unique data for when the player character is underwater. Purchase any of our SFX Libraries to ... In the next tutorial video we highlight a process to implement background ambience for each map. We make use of simple map ... UPDATED 2019 In this video we look at setting unique data/audio to only play when the player character is underwater. Please ... UPDATED 2019 In this next tutorial video we highlight a process to implement background ambience for each map. We make use ... My name is Jeff Brilhante and this is my audio implementation demo reel using Audiokinetics

It all begins here.... This track layered trailer has been created to promote the upcoming Audio implementation & sound design ... Video demonstration includes pickups, respawn, and armor sounds using Attenuation Sets, along with RTPC (Player Health) and ... Here's how I've designed and implemented the audio for This next quick video in the guide series overview all default events and game sync's that come with the default project. Due to the ... In this final video we close the project with a simply post mortem. Looking at the positive & negatives of how the project ...

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CUBE Wwise 2018: Chapter 06 - Environment: Showcase Examples
CUBE Wwise 2018: Chapter 06 - Environment: Showcase Underwater
CUBE Wwise 2018: Chapter 06 B - Environment: Reverb Zones
CUBE Wwise 2018: Chapter 06 A - Environment: Map Tracker
CUBE Wwise 2018: Chapter 06 D - Environment: Underwater
CUBE Wwise 2018: Chapter 06 C - Environment: Ambience
Wwise Cube 2019: Chapter 06 B - Environment: Reverb Zones
Wwise Cube 2019: Chapter 06 D - Environment: Underwater
Wwise Cube 2019: Chapter 06 C - Environment: Ambience
Wwise Demo Reel - Jeff Brilhante
CUBE Wwise 2018: Sound Design Trailer
Wwise Demo Reel (Cube) - Samy Colombano
View Detailed Profile
CUBE Wwise 2018: Chapter 06 - Environment: Showcase Examples

CUBE Wwise 2018: Chapter 06 - Environment: Showcase Examples

In this quick

CUBE Wwise 2018: Chapter 06 - Environment: Showcase Underwater

CUBE Wwise 2018: Chapter 06 - Environment: Showcase Underwater

In this quick

CUBE Wwise 2018: Chapter 06 B - Environment: Reverb Zones

CUBE Wwise 2018: Chapter 06 B - Environment: Reverb Zones

In this

CUBE Wwise 2018: Chapter 06 A - Environment: Map Tracker

CUBE Wwise 2018: Chapter 06 A - Environment: Map Tracker

This next quick guide overviews how to track various upcoming

CUBE Wwise 2018: Chapter 06 D - Environment: Underwater

CUBE Wwise 2018: Chapter 06 D - Environment: Underwater

In this next video we look at setting unique data for when the player character is underwater. Purchase any of our SFX Libraries to ...

CUBE Wwise 2018: Chapter 06 C - Environment: Ambience

CUBE Wwise 2018: Chapter 06 C - Environment: Ambience

In the next tutorial video we highlight a process to implement background ambience for each map. We make use of simple map ...

Wwise Cube 2019: Chapter 06 B - Environment: Reverb Zones

Wwise Cube 2019: Chapter 06 B - Environment: Reverb Zones

UPDATE 2019: In this

Wwise Cube 2019: Chapter 06 D - Environment: Underwater

Wwise Cube 2019: Chapter 06 D - Environment: Underwater

UPDATED 2019 In this video we look at setting unique data/audio to only play when the player character is underwater. Please ...

Wwise Cube 2019: Chapter 06 C - Environment: Ambience

Wwise Cube 2019: Chapter 06 C - Environment: Ambience

UPDATED 2019 In this next tutorial video we highlight a process to implement background ambience for each map. We make use ...

Wwise Demo Reel - Jeff Brilhante

Wwise Demo Reel - Jeff Brilhante

My name is Jeff Brilhante and this is my audio implementation demo reel using Audiokinetics

CUBE Wwise 2018: Sound Design Trailer

CUBE Wwise 2018: Sound Design Trailer

It all begins here.... This track layered trailer has been created to promote the upcoming Audio implementation & sound design ...

Wwise Demo Reel (Cube) - Samy Colombano

Wwise Demo Reel (Cube) - Samy Colombano

Redesigning all the sounds of the FPS

CUBE Wwise 2018: Showcase - DCP The Core

CUBE Wwise 2018: Showcase - DCP The Core

Wwise

CUBE Wwise 2018: SFX & Music In-game Showcase

CUBE Wwise 2018: SFX & Music In-game Showcase

This week is about

CUBE - Foley, environment, and gameplay systems implementation in Wwise.

CUBE - Foley, environment, and gameplay systems implementation in Wwise.

Video demonstration includes pickups, respawn, and armor sounds using Attenuation Sets, along with RTPC (Player Health) and ...

Cube demo game - Sound design and implementation in Wwise

Cube demo game - Sound design and implementation in Wwise

Here's how I've designed and implemented the audio for

CUBE Wwise 2018: Chapter 01 C - Basics: What All Events & Game Syncs Do

CUBE Wwise 2018: Chapter 01 C - Basics: What All Events & Game Syncs Do

This next quick video in the guide series overview all default events and game sync's that come with the default project. Due to the ...

CUBE Wwise 2018: Chapter 18 - Post Mortem

CUBE Wwise 2018: Chapter 18 - Post Mortem

In this final video we close the project with a simply post mortem. Looking at the positive & negatives of how the project ...