Audio Team Management: Balancing Quality and Efficiency in Game Development
Quality, efficiency, and the visibility of audio's work across development are considered through the everyday work of leading a game audio team.
Talks & writing / 02
Public conversations about audio direction, production, and making ambitious RPGs with focused teams.
Quality, efficiency, and the visibility of audio's work across development are considered through the everyday work of leading a game audio team.
For a small audio team shipping a large RPG, priorities, cross-team collaboration, automation, and practical production choices are discussed.
Rogue Trader's sound design and music direction are examined through the creative and production choices that shaped them.
From planning to implementation, the music, ambience, and sound systems of Pathfinder: Kingmaker are examined.
With Igromania, I talk about our approach to music direction and adaptive scoring, plus the production lessons and cross-team collaboration behind Wrath of the Righteous.
I discuss how the crusade and the Abyss were given distinct musical identities in GOG's group interview, and how the score supports the narrative.