2026/03 - Designing believable audio for virtual worlds - Nick Wiswell (Turn 10 Studios)
Version du programme : 1
Type de formation
PrésentielDurée de formation
7 heures (1 jour)Accessibilité
Oui2026/03 - Designing believable audio for virtual worlds - Nick Wiswell (Turn 10 Studios)
In this Masterclass we look at how to define and create the soundscape of your virtual world, how to use spatial audio and advanced audio haptics to help you feel more immersed in it, and how to use real world audio principals to make it more believable. · Introduction Overview of topics being covered during the class. · Defining your world Brief overview of the creative process topics covered in the "EVOLUTION conversession" from Nov 2025 for those who didn’t attend. Deep dive into understanding your audience, both internally and externally and how to adapt your messaging to meet your audience. Conversation - Risk assessments and how to understand as many of the challenges as possible before they happen. Q&A · Perception is everything. Exercise - A study of different perspectives of what something should sound like, using video and audio examples. Conversation - How did the class perceive the examples and how to use this information to help define your direction. · Recording and sourcing sounds How to deconstruct and plan for the recording and sourcing of sounds you wish to design or recreate. Exercise - deconstruct a sound into component parts and create an asset list for all required source audio components. How to approach the recording of sounds to get the results you are looking for. When to call in the experts? Q&A · Using simulated acoustics to bring worlds to life How to make your sounds feel like they all exist in the same space. Real time vs prebaked acoustics. Demonstration - how the acoustics of Forza Motorsport were created Q&A · Using spatial audio for full immersion A brief introduction to spatial audio for those that need it. Spatial audio and headphones. Beds vs Objects vs Ambisonics. It’s not just for sound design, creating spatial music. Demonstration - mixing a music track for Spatial Audio Q&A · Using advanced haptics to feel what you hear and see Audio is the future of controller haptics. Using game sounds vs designed haptic sounds. Understanding the capabilities of the devices Demonstration - It’s an LFE in your hands, a chance to experience what sounds can feel like. Q&A · Simulation examples, advanced techniques for vehicle audio Understanding how a sound is created in the real world can help you recreate it, or something like it. Demonstration - A deep dive into vehicle audio used a reference for a complex layered sound Why does a car sound the way it does? What are the things that happen that can change the sound? How to record and design and implement sounds to recreate a vehicle in game. Conversation - How can we take these learnings and use them for things beyond vehicles. Q&A · Conclusion A look back at everything we learned Final Thoughts Q&A March 2nd 2026 in Paris and March 4th 2026 in Lyon.
Objectifs de la formation
- Develop an understanding of several audio processes that can be used to sonically create detailed virtual worlds.
- This will cover concepting, audio sourcing, advanced implementation and mixing techniques, and how understanding the core principals of the physics of sound can help make these worlds more believable and immersive.
Profil des bénéficiaires
- Audio Director,
- Audio Lead,
- Sound Designer,
- Technical Sound Designer,
- Game Designer,
- Artist.
- Basic understand of game audio creation
- Please bring your own headphones if possible
Contenu de la formation
Introduction
- Overview of topics being covered during the class.
Defining your world
- Brief overview of the creative process topics covered in the "EVOLUTION conversession" from Nov 2025 for those who didn’t attend.
- Deep dive into understanding your audience, both internally and externally and how to adapt your messaging to meet your audience.
- Conversation - Risk assessments and how to understand as many of the challenges as possible before they happen.
- Q&A
Perception is everything.
- Exercise - A study of different perspectives of what something should sound like, using video and audio examples.
- Conversation - How did the class perceive the examples and how to use this information to help define your direction.
Recording and sourcing sounds
- How to deconstruct and plan for the recording and sourcing of sounds you wish to design or recreate.
- Exercise - deconstruct a sound into component parts and create an asset list for all required source audio components.
- How to approach the recording of sounds to get the results you are looking for.
- When to call in the experts?
- Q&A
Using simulated acoustics to bring worlds to life
- How to make your sounds feel like they all exist in the same space.
- Real time vs prebaked acoustics.
- Demonstration - how the acoustics of Forza Motorsport were created
- Q&A
Using spatial audio for full immersion
- A brief introduction to spatial audio for those that need it.
- Spatial audio and headphones.
- Beds vs Objects vs Ambisonics.
- It’s not just for sound design, creating spatial music.
- Demonstration - mixing a music track for Spatial Audio
- Q&A
Using advanced haptics to feel what you hear and see
- Audio is the future of controller haptics
- Using game sounds vs designed haptic sounds
- Understanding the capabilities of the devices
- Demonstration - It’s an LFE in your hands, a chance to experience what sounds can feel like.
- Q&A
Simulation examples, advanced techniques for vehicle audio
- Understanding how a sound is created in the real world can help you recreate it, or something like it.
- Demonstration - A deep dive into vehicle audio used a reference for a complex layered sound
- Why does a car sound the way it does?
- What are the things that happen that can change the sound?
- How to record and design and implement sounds to recreate a vehicle in game.
- Conversation - How can we take these learnings and use them for things beyond vehicles.
- Q&A
Conclusion
- A look back at everything we learned
- Final Thoughts
- Q&A
Équipe pédagogique
Suivi de l'exécution et évaluation des résultats
- Exercices au cours de la formation
- Accueil des apprenants dans une salle dédiée à la formation. Documents supports de formation projetés. Exposés théoriques Etude de cas concrets Mise à disposition en ligne de documents supports à la suite de la formation.
Qualité et satisfaction
Modalités de certification
- Délivrance d'un certificat de réalisation
Capacité d'accueil
Délai d'accès
Accessibilité
Pour les entreprises qui souhaitent une prise en charge par leur OPCO, l’inscription doit être réalisée au plus tard deux semaines avant le début de la formation pour respecter les délais d’instruction des OPCO. Dans les autres cas, les inscriptions peuvent être enregistrées jusqu’à 2 jours ouvrés avant le démarrage de la formation. Accessibilité : Nous sommes à la disposition des personnes en situation de handicap pour évaluer avec elles les aménagements nécessaires pour qu’elles puissent suivre sereinement les formations proposées.