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In Gamasutra's latest feature, experienced audio designer Rob Bridgett (Prototype) lays out a practical roadmap for an entire project's audio design, exp
June 17, 2010
Author: by Staff
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.
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