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Case study / Released

Warhammer 40,000: Rogue Trader

Creating a sonic identity for the first Warhammer 40,000 CRPG with a newly assembled audio team, while building a production approach for its scale.

Official artwork for Warhammer 40,000: Rogue Trader

The challenge

Rogue Trader needed to belong to Warhammer 40,000 and still have its own identity. The sound had to carry scale, age, power, and unease across a large RPG, from combat and the voidship to dialogue, party banter, and interface feedback.

A common language

Early aesthetic pillars gave the team a way to make consistent decisions across disciplines. Music, sound effects, ambience, and voice each served the same world, while leaving room for striking individual moments. Ambience could tell a location’s story without competing with the score; party banter and the mix could react to the player’s journey.

Delivering at scale

For a large RPG, audio direction also means choosing where attention matters most. Clear priorities, reusable systems, early cross-team communication, and practical middleware workflows help a focused team cover a very broad game. I wrote about this work in more detail for Audiokinetic.

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