Game Audio for Producers: pt 1 - Sound Desgin Manpower - by Levon Louis

      Posted 08/23/10 09:31:00 am  

Failing to plan properly for game audio is like preparing all the ingredients and placing them carefully on your pizza, then skipping the part where you take time to bake it.

Planning properly for game audio personnel assignment is a key to maximizing the effectiveness of your budget and helping to ensure a higher quality product. Failing to staff properly is all too common, and all too easy - but the results are diminished final quality, frustration and stress, and sometimes it can mean very big money wasted!

For example, let's say you have a big budget for music, congratulations! Unfortunately the $250,000 you just spent on amazing, multi-layered music doesn't matter because you have not assigned the proper resources for its integration.

Oh well, you settle for static playback of the score but really wish the interactive score you envisioned (and paid for) actually worked in the game. It would have, it could have, it should have, but you underestimated the man hours needed for audio and there is simply no way your "sound guy" can integrate all 1500 sfx plus the 1000

Comments