Today, what about a cooking class ?
No, no, ok , we were just kidding.

A post about video games’ main ingredients sounds better to you? We’re not pretending that we know a magic solution, if so we would already had released Win That War! for good and sold 3 millions of copies in only 2 weeks…I guess.

Well, let’s see. What did we not mention yet and which could make an important difference when you spend a lot of time playing a game ? We already wrote about game-design, game-logic, gameplay (and all these words starting with “game”), game engine, 3D, biomes, pathfinding… So what is it about today ?

Any idea ?

Untitled design (1)

Of course :
Music and sound effects.

Two freelances musicians are working on these.  Cid is in charge of the sound environment of the game, inspired by the mid-21st century ‘s musics with a little touch of “pizzazz” to make it more modern. And Jean-Phi creates sound effects : construction, destruction, explosion…he draws in various references to then produce sound elements that not only fit to Win That War! universe, but should also not get the player bored or bothered even after several hours playing the same game. A matter of balance.


The technology used is called Wwise. It’s a fabulous tool which is “artist driven”. Basically that means programmers only have to put events in the code (like “a tank explodes”, “the menu closes”…) and the musicians can choose how to mix sounds together, based on these events, without having a line of code to write. This allows us to do spatial positioning 7.1, but also procedural music based on scores that combine with each others to fit the intensity of gameplay. And that’s really cool.

And finally, here is a little video for you.