Ambisonics is a scene-based spatial audio format that has been around since the 1970s. In recent years its popularity has increased, with inclusion in game engines (such as Unity and Unreal) and distribution standards (like ADM or IAMF). Despite this, many practitioners view Ambisonics as being complex, mathematical, or academic. This tutorial explains Ambisonics through the lens of practical decision-making. Instead of equations, it covers the choices audio professionals are required to make when working on a project, with a particular emphasis on the audible consequences of those choices. The tutorial enables attendees to develop an intuitive understanding of Ambisonics through explanations of theory, combined with listening examples and workflow demonstrations. The topics covered in this tutorial are: • Fundamentals: What Ambisonics is and how it differs from channel-based and object-based formats, and why it is well suited to VR, AR, and game audio. • Encoding: How audio sources are converted to Ambisonics, and how to choose the Ambisonic order based on perceptual and computational trade-offs, as well as delivery constraints. • Conventions: Common channel ordering (ACN vs FuMa) and gain normalisation (SN3D vs N3D) conventions, and what happens when things get mismatched. • Processing: What kinds of effects can be used on Ambisonic signals while preserving the spatial integrity. • Decoding and binaural rendering: How Ambisonic signals are converted to loudspeaker or binaural signals. The impact of head-tracking and HRTF selection on the binaural rendering. • Mixed-order projects: What the options are when working with mixed-order sources, and the audible artefacts that can arise. The tutorial will provide brief practical demonstrations of setting up an Ambisonics project in Pro Tools and Reaper, two widely used DAWs for immersive audio. By the end of the tutorial attendees will have a practical understanding of the main concepts of Ambisonics, as well as knowing how the practical choices they make will impact the final audio. They will also be familiar with the main workflow pitfalls and how to avoid them. The tutorial assumes familiarity with general audio production concepts (DAW use, signal routing, mixing). However, no prior experience with Ambisonics or spatial audio formats is required. It is suitable for sound designers, composers, and audio engineers working in or interested in immersive media.