Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 1, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Feature: Untangling Audio Dependencies, Staying Agile

Feature: Untangling Audio Dependencies, Staying Agile

June 17, 2010 | By Staff

June 17, 2010 | By Staff
Comments
    Post A Comment
More: Console/PC



In Gamasutra's latest feature, experienced audio designer Rob Bridgett (Prototype) lays out a practical roadmap for an entire project's audio design, explaining how to allow for changing development situations across all disciplines.

By way of introduction, he writes, "This feature takes a brief look at how to tie audio production dates into the overall delivery schedule of a large-scale video game -- including the key dependencies you should be fully aware of."

"The working practice behind scheduling for video game production is an increasingly complicated one and boils down to an approach that embraces locking-in tightly and firmly committing, yet being ready and prepared for changes at any time. At the same time, you must also fully understand that any changes will have implications elsewhere in the production."


However, using the techniques described within the article, you can collaborate effectively with team members in other disciplines as well as with the rest of the audio team to ensure a satisying result to all -- staying on schedule and allowing for both iteration and polish time.

The feature -- live today on Gamasutra -- covers dependencies in areas such as dialogue production, SFX production and implementation, music production, and post-production, as well as including a sample schedule for the total audio production for a triple-A game.


Related Jobs

DNABLOCK
DNABLOCK — Los Angeles, California, United States
[12.01.20]

Senior Unreal Engine (UE4) Developer
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[11.30.20]

Senior Camera Programmer
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[11.30.20]

Programmer
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[11.30.20]

Producer









Loading Comments

loader image