👏Always👏Wrap👏Your👏Engine👏Classes👏 There’s a reason that programmers do it. And that reason is because it’s rad. Like, Ak Components are dope, but you know what’s doper? An Ak Component with Gameplay Tags. Having things like a game engine is great because it gives you most of the functionality that you need. But what about when you…
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Tags: gameaudio, gamedev, programming, ue4, wwise
Here’s a development tip… Anyone who’s been to my house has likely seen this little area of mine. I haven’t always been a CRT fan, I grew up with emulation, and I would have been the first person to tell you that “sharp pixels look fine to me.” But a neighbor was giving away a…
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Tags: crt, gameaudio, gamedev, retro
[Ableton Live] I really wish I figured this out years ago…. You can save individual tracks as files simply by dragging the track into the file browser. I have always wished that Ableton had a way to disable and hide tracks, so I’ve been using this as a way to give Ableton pseudo-functionality for rendering…
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Tags: ableton, composition, gameaudio, sounddesign
[UE4/Wwise] Here is a reference sheet that I give to my designers and audio team. The details are a little specific, but I think that the important takeaway here is really getting in the mindset of maximizing control of your game. Make your choices deliberately and gobble up all of the control that you can…
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Tags: gameaudio, ue4, wwise
Sound designers (and game designers!) If you are using UE4 and you’re putting all of your asset references directly in BP, then you need to look into moving over to Data Tables! The short of it is that if you have a parent class set up with a ton of empty asset references to be…
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Tags: gameaudio, gamedev, ue4