Designing Infinite Atmosphere: How I Used Wwise for Aftermath

One of my favorite features in Wwise is the ability to use randomized subtracks—a powerful tool that turns a 1–2 minute musical idea into a loop that feels endlessly evolving. For game exploration music, where players may linger in an environment for unpredictable stretches of time, this approach is invaluable.

When composing with this in mind, I treat the process similarly to writing theme and variation pieces. I start with a core musical idea—usually 1 to 3 minutes in length—and then create 2 to 4 variations for each line or instrument, depending on the memory budget available. This approach gives the illusion of dynamic change without actually extending the overall track length.

How I break those variations down depends on the project’s scope. Sometimes I create subtracks for individual instruments, and other times for instrument groups (like strings, ambient textures, or synth clusters). Most of the time, it ends up being a hybrid of both. I also like to include silent subtracks, especially when dealing with a large number of individual layers—this lets certain parts drop out occasionally, creating breathing room in the mix and preventing ear fatigue.

Here’s a peek at part of the subtrack structure for Aftermath: Dust and Echoes:
For this track, I built subtracks for individual synths and instruments, and included silence options to maintain space and unpredictability. For example, the “BassyPad” group features a rotating selection of synths—all different, but unified under my highly scientific “Bassy Pad” category.

I also included two ambient layers:

  • One plays continuously, adding a stable sense of space.

  • The other plays only one-third of the time, adding subtle contrast and unexpected shifts.

All four tracks in Aftermath use a similar system—an evolving subtrack structure layered over consistent ambient beds. The result? Music that feels alive even after 10+ minutes, making it ideal for exploration gameplay or even TTRPG sessions where immersion is key.

🎧 Want to hear how it works in context?

Check out the full-length tracks from Aftermath below and see how Wwise helped me transform short musical ideas into rich, ever-changing sonic environments. Whether you’re a composer, developer, or tabletop GM—this is a system built to support mood, immersion, and player agency.

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The Sounds of Drearburh