Audiokinetic 2025.1 Collaboration Playlist is now out!
Want to read over on the Audiokinetic Blog instead? Check out my publication "Inside My Channel: Learning and Teaching Wwise for Game Audio"
My channel features a mix of UE Audio, tooling insights, and, more recently, C++ and Wwise educational content. Although it began as an extension of my personal portfolio, I soon found myself answering questions, weaving explanations into my showcases, and eventually producing tutorials. Although I have no professional background in content creation, the feeling of wanting to share work is something I’m sure that many can relate to.
As for the format, I’ve found that short-form content is often one of the most effective ways to teach, especially at a time when information is consumed faster than ever. I understand that not everyone has the time (or patience) to dig through documentation or sit through lengthy expositions, so I’m happy to tackle the R&D, break down the essentials, and present everything in a clear, digestible way.
The goal is that after watching my videos, viewers walk away with a stronger understanding of what’s possible with today’s tools, so that they can tackle more ambitious projects and grow their career prospects. At the very least, I'd love for someone to come away thinking: "You can do that?!", or "Ohh! So that's how you do it!".
If I were to give any advice to those wishing to pursue a similar route, it would be to push past any embarrassment or hesitation from an early stage. You might not have taken the best approach, but growth only happens when we allow others to show us how something could have been done differently.
At the end of the day, a learning journey is something to be proud of. I hope to continue sharing the lessons and knowledge that I have accumulated, so that you, too, can progress even faster and become all the more Wwiser.
As an active voice in the community, there's a feeling of responsibility that comes with production. Script writing, recording, and editing all usually follow a session of moderate research; from official documentation to the valuable information provided by fellow practitioners (whether that be on the blog, YouTube, or another online source), there are many places to pull from that help inform what I present.
Things are a bit different when it comes to personal projects and showcases. There is usually a balance to be found between best practices and an approach that is easy to explain and replicate. Overall, I tend to upload content ranging from beginner to intermediate level, using both visual scripting and C++ solutions.
Some community and personal favourites include:
"UE5 & Wwise: Extended Spatial Audio Volume Component | Showcase", extending the functionality of Spatial Audio Volumes to expose more information to the game and sound engine.
"[Shorts] Wwise | Set Multiple Positions" + "[Shorts] Wwise | Set Multiple Directions", exploring MultiPositionTypes_MultiSources & MultiPositionTypes_MultiDirections.
"Clearer Footsteps with Dynamic Mixing in Unreal Engine | Showcase", presenting solutions to footstep clarity from a competitive scope.
"[Shorts] Wwise | CONE Attenuation!", making use of some 3D Vector Maths & Debug Helpers to replicate the Wwise Preview in Unreal Engine, and demonstrating how the regions affect the emitter.
"[Shorts] Wwise | Your RTPCs are NOT broken! RTPC Superseding", where I highlight an important detail about RTPCs in the WwiseSoundEngineAPI/Integration Details.
At the time of writing, there are around 50+ videos in my Audio Programming Playlist related to using Wwise (in addition to the above), so if you’d like to see more, then go check it out!
Also, be sure to check out the Wwise Community Playlist to discover uploads from other talented individuals!
Right now, I find myself taking on some international Audio Programming contract work. Following that, I have a few personal projects in the works, alongside some miscellaneous items in my backlog. I think a lot of us have a list of things we’d like to do, and most of what you will find on my YouTube is a result of working through that. Once those items are released, I will continue working on my own online multiplayer video game.
The work of others regularly inspires me, and I will continue looking out for new ideas and people to work with.
It goes without saying that I wouldn’t be where I am today without my family, friends, and my partner. A special thanks to Ian Griffiths FHEA for the continued support, my former coworkers for looking out for me, and to everyone at Audiokinetic for reaching out and showing such kindness and enthusiasm about my work.