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.

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.