Masterclass :
These masterclasses are aimed at composers, sound designers and experienced musicians as well as developers wishing to discover and understand in depth the specificities of interactive audio for video games. Ideal for specialized programs as well as for generalist, they create a bridge between sound creation and technical integration.
The goal is twofold: to enable creatives to shift from a linear approach to interactive thinking, and to provide technical profiles with the keys to understand middleware and audio implementation logics.
Throughout these sessions, I present my complete working process for designing interactive music in a structured way. Participants discover how to analyze gameplay, define musical behaviors, structure a piece into modules, layers, and transitions, and prepare music for integration into an audio engine (Wwise, FMOD) through concrete examples, real projects, and detailed demonstrations.
These masterclasses allow for:
understanding the principles of adaptive music
rethinking one's composition logic for a non-linear
medium structuring music into
systems, layers, and transitions discovering the workflows Wwise / FMOD
analyser des systèmes musicaux utilisés dans des jeux existants
understanding essential concepts: triggering, states, RTPCs, randomization
adopt a systemic rather than linear thinking
facilitate the dialogue technical between composers and programmers
Participants leave with a clear and operational vision of video game composition, a precise vocabulary, and the necessary benchmarks to tackle a first interactive project or effectively communicate with a technical team.
Durée standard : De 1h à 3h
Audience : composers, sound designers, musicians who already have a good mastery of a DAW, of mixing and the musical fundamentals, developers, students in a general video game school
Format: in-person or online
Visual/audio support : provided
Q&A session: included