~/talk

A Structured Process for Planning Game Audio in Production

Talkat IGB Sessions: Water 2021 · 2021-03-02..03-04· [game-development]
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Advocates budgeting audio in pre-production with concrete deliverables: build an audio asset list (SFX counts, durations, UI, themes), shop rates, and use a simple budget template that computes totals; hire at least a sound designer early if possible. Recommends middleware like Wwise or FMOD (and Elias), DAW Reaper (~$60), learning Unity/Unreal for implementation, and reserving 15–30% of budget for audio with composer: $300–$1,000 per finished minute and a 5% buffer.

AI-written summary · about

  1. 0:00Start
  2. 16:31conceptualize themes
  3. 18:12incorporating 15 to 30 percent of your entire game budget
  4. 28:29add a customized adaptation score
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