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customer profile
Selecting Wwise
Henein encountered Wwise at GCD 2006. During his
initial demo, he thought “here is the tool I’ve been long-
ing for for years” and has since come to believe that
“Wwise is the first real universal tool that allows students
and professionals to work with sound using a very ro-
bust pipeline.”
Becka had already heard about Wwise when Henein
suggested it to him and, like Henein, was also im-
pressed. For this recording engineer who has worked
with the likes of Kenny G, Quincy Jones, and, more re-
cently, George Benson and who is also Technical Editor
at Mix Magazine USA, Wwise represents a significant
step forward in audio production for video games.
Says Becka, “In audio production, when you make a re-
cord, you use software that has been around for at least
15 years and hardware that has been in existence for
even longer than that. But everyone in audio for video
games was pretty much doing their own thing. There
was no universal application.” That is, until now.
To describe what Wwise has done for audio produc-
tion in the gaming industry, Becka compares it to the
film industry of the 20s and 30s. “Prior to Wwise, mak-
ing audio for video games was very much like trying
to make a movie by creating your own film stock and
grinding your own lens.”
According to Becka, “For us, Wwise was a natural
choice. We called Audiokinetic, and they were very
enthusiastic. They offered us access to the program for
the curriculum, and we immediately bought 26 laptops
so that each student could run Wwise. The whole thing
came together in about 4 months.”
The Conservatory of Recording Arts and Sciences in
Tempe, Arizona, concentrates on providing its students
with a thorough education in audio. From live sound
and recording to post-production and business prac-
tices, students attending The Conservatory receive an
audio-focused education designed to make them em-
ployable in the music discipline of their choice.
In September of 2006, The Conservatory began offering
a 3-week course on audio production for video games.
At the centre of this course is Wwise®
, Audiokinetic’s
pipeline solution.
Audio for Games at the Conservatory
ThedecisiontoaddaudioforgamestotheConservatory’s
curriculum was based on the increased opportunities for
its graduates. As Conservatory instructor Michel Henein
points out to his students in their first class, the U.S. game
market, in 2006, saw $7.3 billion in software sales.
Says Henein, “As the industry matures, games are go-
ing to become an even bigger part of our lives. We’re
now seeing the next-generation craze with PS3, Wii,
and Xbox 360, and, with that, even bigger opportuni-
ties in the industry are coming. It’s very exciting.”
Henein is a veteran of the music, film, and gaming
industries. He began as an assistant music editor in
Academy Award®
winning composer Hans Zimmer’s
studio and recently worked on Pixar’s “Cars” and the
“MX Unleashed” game series. He started teaching and
consulting at the Conservatory in 2006 and was asked
to help develop an audio for games curriculum by
Kevin Becka, Director of Education at the Conservatory.
Henein suggested that the school use Wwise in the
classroom and collaborated with Conservatory instruc-
tor Robert Brock on the program.
In order to help its graduates take advantage of the growing opportunities for
audio production in video games, The Conservatory of Recording Arts and
Sciences selects Wwise for its new curriculum.
Education for the Future of Audio Production for Games
Alexandra Pasian
“Wwise is the first real universal tool that allows students and
professionals to work with sound using a very robust pipeline.”
—Michel Henein, Instructor, The Conservatory
customer profile
The Benefits of Wwise
Although the Conservatory has been offering audio
for video games for just one semester, Henein already
sees great potential employment for his students. Says
Henein, “As game companies embrace Wwise, our
graduates will be able to use their knowledge and
experience to work for leading game producers in-
house or as freelance audio experts. It’s an exciting
time to be a student, and we’re seeing tremendous
opportunity with the Wwise application for our students
to go out there in the industry and use it to great
success.”
Henein is confident that the industry will embrace
Wwise, and he is very specific about the reasons why.
In the first place, says Henein, “Wwise has a User
Interface that makes sense. There is a bit of a learning
curve to most new technologies, but, once you step in
and learn the philosophy of Wwise, it’s very, very user
friendly.”
Secondly, Henein says “The fact that it is designed
to be tightly integrated with an actual game engine
in order to allow you to receive feedback on your
changes in real time is also really powerful.”
And, finally, Henein states that, “Whereas in the past
it could take weeks or months to do very basic things
because you had to deal with programmers who were
busy with other things, using Wwise means that you
can add game features in a fraction of the time. With
Wwise, a lot of that basic work is already completed
for you because Audiokinetic has done the hard work
of anticipating what subtleties sound designers are
looking for.”
Opportunities for the Future
With the expansion of the video game industry and
the potential for increased sound complexity with next
generation consoles, the future for audio production
in games sounds good indeed. In offering this new
curriculum, the Conservatory is putting their students in
the best position possible to take advantage of these
new opportunities.
There is little doubt that graduates from the
Conservatory will lead the way in audio production
for video games. Says Becka, “Our students will be
able to take all of the skills they have learned at the
Conservatory, in terms of recording and editing, and
apply these to audio production for video games
using Wwise. I think that the students who learn to use
Wwise here will take their passion and what they have
learned into the industry.”
He concludes that “Wwise is a very forward thinking
and visionary application that will ultimately help
Conservatory graduates and game companies
achieve a higher level of immersive realism in audio
production.”
© 2007 Audiokinetic Inc. All rights reserved
002-000038-101, Rev. A
Audiokinetic, Wwise, WaveWorks Interactive Sound Engine, SoundFrame, Actor-Mixer, Master-Mixer, Soundcaster, and Randomizer are trade-marks of Audiokinetic Inc., and may be registered in the United States and/or other
countries. All other trade-marks contained herein are the property of their respective owners.
409 rue Saint-Nicolas, bureau 300, Montréal (Québec) H2Y 2P4 CANADA
www.audiokinetic.com
“With Wwise, a lot of that basic work is already completed for
you because Audiokinetic has done the hard work of anticipating
what subtleties sound designers are looking for.”
—Michel Henein, Instructor, The Conservatory
“Prior to Wwise, making audio for video games was very much
like trying to make a movie by creating your own film stock and
grinding your own lens.”
—Kevin Becka, Director of Education, The Conservatory

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Audiokinetic_Customer_Profile_CRAS

  • 1. customer profile Selecting Wwise Henein encountered Wwise at GCD 2006. During his initial demo, he thought “here is the tool I’ve been long- ing for for years” and has since come to believe that “Wwise is the first real universal tool that allows students and professionals to work with sound using a very ro- bust pipeline.” Becka had already heard about Wwise when Henein suggested it to him and, like Henein, was also im- pressed. For this recording engineer who has worked with the likes of Kenny G, Quincy Jones, and, more re- cently, George Benson and who is also Technical Editor at Mix Magazine USA, Wwise represents a significant step forward in audio production for video games. Says Becka, “In audio production, when you make a re- cord, you use software that has been around for at least 15 years and hardware that has been in existence for even longer than that. But everyone in audio for video games was pretty much doing their own thing. There was no universal application.” That is, until now. To describe what Wwise has done for audio produc- tion in the gaming industry, Becka compares it to the film industry of the 20s and 30s. “Prior to Wwise, mak- ing audio for video games was very much like trying to make a movie by creating your own film stock and grinding your own lens.” According to Becka, “For us, Wwise was a natural choice. We called Audiokinetic, and they were very enthusiastic. They offered us access to the program for the curriculum, and we immediately bought 26 laptops so that each student could run Wwise. The whole thing came together in about 4 months.” The Conservatory of Recording Arts and Sciences in Tempe, Arizona, concentrates on providing its students with a thorough education in audio. From live sound and recording to post-production and business prac- tices, students attending The Conservatory receive an audio-focused education designed to make them em- ployable in the music discipline of their choice. In September of 2006, The Conservatory began offering a 3-week course on audio production for video games. At the centre of this course is Wwise® , Audiokinetic’s pipeline solution. Audio for Games at the Conservatory ThedecisiontoaddaudioforgamestotheConservatory’s curriculum was based on the increased opportunities for its graduates. As Conservatory instructor Michel Henein points out to his students in their first class, the U.S. game market, in 2006, saw $7.3 billion in software sales. Says Henein, “As the industry matures, games are go- ing to become an even bigger part of our lives. We’re now seeing the next-generation craze with PS3, Wii, and Xbox 360, and, with that, even bigger opportuni- ties in the industry are coming. It’s very exciting.” Henein is a veteran of the music, film, and gaming industries. He began as an assistant music editor in Academy Award® winning composer Hans Zimmer’s studio and recently worked on Pixar’s “Cars” and the “MX Unleashed” game series. He started teaching and consulting at the Conservatory in 2006 and was asked to help develop an audio for games curriculum by Kevin Becka, Director of Education at the Conservatory. Henein suggested that the school use Wwise in the classroom and collaborated with Conservatory instruc- tor Robert Brock on the program. In order to help its graduates take advantage of the growing opportunities for audio production in video games, The Conservatory of Recording Arts and Sciences selects Wwise for its new curriculum. Education for the Future of Audio Production for Games Alexandra Pasian “Wwise is the first real universal tool that allows students and professionals to work with sound using a very robust pipeline.” —Michel Henein, Instructor, The Conservatory
  • 2. customer profile The Benefits of Wwise Although the Conservatory has been offering audio for video games for just one semester, Henein already sees great potential employment for his students. Says Henein, “As game companies embrace Wwise, our graduates will be able to use their knowledge and experience to work for leading game producers in- house or as freelance audio experts. It’s an exciting time to be a student, and we’re seeing tremendous opportunity with the Wwise application for our students to go out there in the industry and use it to great success.” Henein is confident that the industry will embrace Wwise, and he is very specific about the reasons why. In the first place, says Henein, “Wwise has a User Interface that makes sense. There is a bit of a learning curve to most new technologies, but, once you step in and learn the philosophy of Wwise, it’s very, very user friendly.” Secondly, Henein says “The fact that it is designed to be tightly integrated with an actual game engine in order to allow you to receive feedback on your changes in real time is also really powerful.” And, finally, Henein states that, “Whereas in the past it could take weeks or months to do very basic things because you had to deal with programmers who were busy with other things, using Wwise means that you can add game features in a fraction of the time. With Wwise, a lot of that basic work is already completed for you because Audiokinetic has done the hard work of anticipating what subtleties sound designers are looking for.” Opportunities for the Future With the expansion of the video game industry and the potential for increased sound complexity with next generation consoles, the future for audio production in games sounds good indeed. In offering this new curriculum, the Conservatory is putting their students in the best position possible to take advantage of these new opportunities. There is little doubt that graduates from the Conservatory will lead the way in audio production for video games. Says Becka, “Our students will be able to take all of the skills they have learned at the Conservatory, in terms of recording and editing, and apply these to audio production for video games using Wwise. I think that the students who learn to use Wwise here will take their passion and what they have learned into the industry.” He concludes that “Wwise is a very forward thinking and visionary application that will ultimately help Conservatory graduates and game companies achieve a higher level of immersive realism in audio production.” © 2007 Audiokinetic Inc. All rights reserved 002-000038-101, Rev. A Audiokinetic, Wwise, WaveWorks Interactive Sound Engine, SoundFrame, Actor-Mixer, Master-Mixer, Soundcaster, and Randomizer are trade-marks of Audiokinetic Inc., and may be registered in the United States and/or other countries. All other trade-marks contained herein are the property of their respective owners. 409 rue Saint-Nicolas, bureau 300, Montréal (Québec) H2Y 2P4 CANADA www.audiokinetic.com “With Wwise, a lot of that basic work is already completed for you because Audiokinetic has done the hard work of anticipating what subtleties sound designers are looking for.” —Michel Henein, Instructor, The Conservatory “Prior to Wwise, making audio for video games was very much like trying to make a movie by creating your own film stock and grinding your own lens.” —Kevin Becka, Director of Education, The Conservatory