Sound Design and Interactive Music Studies with Unity and Wwise – Part 1: The Plan

Image showing a screenshot from the prototype

Working in game audio, I’m always looking for exercises and challenges to push myself and my skills. After mocking up videos on Twitter and doing some themed compositions, I decided to work on a project to sharpen my audio integration, music composition and sound design skills. The thing is: right now, there is no such external project available. So I had to make up my own project.

What I knew is that I wanted to work on an interactive project utilizing Wwise. For this, I needed to find a game to integrate sound in. After having some fun with Unreal as well as Unity, I decided to go with Unity for this project. Why? I wanted to focus primarily on Music and SFX integration and not on learning how to use a game engine – my Unity and C# skills are good enough for this task. Unreal will have to wait for the next project!

The next step was to find a game. I tried some examples by Unity and decided to go with the FPS Microgame. Choosing an FPS for a project might be cheesy, but I liked the aesthetics of the project. Also, I think designing some Sci-Fi weapon sounds and a suitable soundtrack will be a fun challenge.

I integrated Wwise and set up Git + LFS (with GitHub) for version control. I’m using GitHub, since the desktop client is easy to use and more than enough for this endeavour.

I went through some FPS Microgame tutorials and created a small level with enemies, intractable items (such as puzzles and physics props to toy with) and a boss fight.

Here’s the prototype. It’s, of course, a subject to change!

Finally, let’s talk about the essence of this blog post: the grand plan! Usually, I’d just go straight into composing, designing sounds and implementing – oh, but not this time! I want to plan things out a bit and set a scope as well as deadlines for this project. There are a few main motivations for this, especially I want to

  • learn some things about Wwise Interactive Music and Spatial Audio
  • define specific deadlines for every step in the project, so I don’t lose track and get caught up in things which are not that important
  • learn if my estimations are correct (often, they are not! 🙂 )
  • see how much the end product will differ from my initial plan
  • document the progress for fellow game developers and audio friends
  • train my ability to focus and work deeply on planned tasks
  • have fun 🙂


  • 24th April 2022 – Game Design (Level, Interactables, Enemies) + Setup (done)
  • 1st May 2022 – Concept, scope and plan for the project
  • 15th May 2022 – Sound Design and Implementation
  • 29th May 2022 – Music Composition and Implementation

These are just some arbitrary deadlines and serve more as a guidance. I will try to complete my tasks for the deadlines as punctual as possible, but quality goes over quantity. If I’m not satisfied with the outcome for the sprint, I will allow myself a few more days. The final schedule will be exposed in the wrap-up!

So, what can you expect for the next few weeks (or maybe months)? I will write and publish regular posts here and on Twitter. I will inform you about the process, helpful insights, unexpected roadblocks and other things. Also, I will document my progress as videos on YouTube.

Stay tuned and see you around! 🙂

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