— Tell us about your solo projects. Are you doing something on your own?
— Well, sometimes in my free time I help guys from different friendly studios - just to do something on the weekends, they sometimes turn for vision or for sound design tasks - I am currently working on my own game. I want to make an audio game where the gameplay will be completely based on sounds. This game will be for voice assistants.
So far, it is still in deep pre-production, but there is a cool idea. I am now looking for a smart screenwriter so they can write me the coolest dialogues.
— So, will the voice be the “controller” of the game?
— Yes, it will be a human voice, and on the other end there will be some kind of bot or not quite a bot that will process these commands. In fact, it will be such a Tarantino thing, an exclusively dialogue game, narrative entirely. It will be very short, but very concentrated. I want it to be about a very understandable gaming experience, about the feeling - you know, when you are chatting with a person and at some point you understand: it's like a fellow traveller's syndrome, when you tell a stranger things that are very close to you. I want to make sure the game is about that.
— Audio novel. Looks like a new genre.
— Well, if we are talking about interactive things, then I have not seen this yet. And if it’s about linear ones, then, for example, Apple recently made its multi-episode audio series, I don’t remember what it’s called (we are talking about the series “Calls” - ed. note). There, the main idea is that you listen to other people's telephone conversations, this is the whole experience. You are not watching some events that are happening on the screen, but you are listening, and the voice tells you the whole story. In general, I like the fact that a new method of communicating with information, with the media, and such a common method, has just become — sound.
— Wwise or fmod?
— Both!
— And if you make a choice? Here's the task of the general producer of the game.
— I'll see what the game is. If this is some kind of fierce AAA with a lot of assets, highly loaded, I will definitely choose Wwise. If it's indie or something simpler, or a mobile game, not Genshin Impact, then I will choose fmod. And he's more familiar to me. It all depends on the toolkit very much. It's a tool, either of them.
For me, fmod is much simpler and clearer, plus I’m more experienced on fmod, simply because more projects are done on fmod. Therefore, it is much easier for me to implement some of my Wishlist in a small game in fmod. But if we are talking about Wwise, its filling is more powerful, better and the engine is more flexible. Obviously, if your project is complicated, you will have a lot of problems with the implementation of ideas in fmod. And in Wwise there will be no such problems. I can always get under the hood of containers, parameters, and reconfigure everything the way I need. These features will not be available in fmod. Plus, I really like how Wwise works with sources. Much steeper presses the source. fmod is worse, but on a small number of assets it is not so critical. Therefore, in fact, we do not use Wwise.
I have a greater difficulty in that the team is distributed and it is constantly growing, and it is very difficult to train every new person Wwise.
— Is it more difficult to learn than fmod?
— Yes. For me personally, Wwise was much more difficult. I made some kind of internal fmod course for “young fighters” in Playrix, and in general, in 4-5 hours of just watching videos with parallel work in the engine in fmod, a person can definitely complete some basic tasks. It does not experience difficulties and so far the conversion in students is 100%. It definitely works. In Wwise, this would be much more difficult. It would be more difficult to explain to a new person how to work in Wwise, how not to get lost, how to do some typical tasks quickly and painlessly. Entering fmod is much easier.