Wwise
Wwise is the audio middleware that decides when and how a sound plays: events, states, switches and the mix, authored outside the engine and driven by the game at runtime.
Working with Wwise means building the logic around audio rather than the audio itself. Sounds go into containers with randomisation and limits, events are called from the game, and states and real-time parameters change the mix as the situation changes. Interactive music with its own transitions and stingers is a discipline of its own inside the tool.
The technical side matters: voice limits, memory, streaming and platform-specific banks decide what survives contact with a real build. Profiling a running game in the tool is how most problems are found, so the skill is as much diagnosis as authoring.
FMOD solves the same problem with a different model, and most postings accept experience with either. Audio Integration is the broader skill; Wwise is the specific tool a project has standardised on.
Where these positions are: Berlin (2 positions), Kraków (2 positions), Munich (1 position)
Open positions for Wwise (5)
Audio Lead
Develop at Ubisoft Mentorship - Audio 2026-2027
Développe à Ubisoft- Programme de Mentorat Audio
Senior Sound Designer
