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Audio for Games: Planning, Process, and Production
book

Audio for Games: Planning, Process, and Production

by Alexander Brandon
October 2004
Intermediate to advanced
240 pages
5h 28m
English
New Riders
Content preview from Audio for Games: Planning, Process, and Production

Scheduling from Preproduction to Postproduction

I'm repeating myself here, but it's for a good reason (no, I'm not senile). One of the biggest assumptions made by all sectors of product management is that audio does not take a very active role until production begins. This isn't true. Audio can (and should) take just as active a role as the other disciplines do. For this to happen, the audio manager or director needs to schedule properly to ensure that the means of production are in place by the time that part of the schedule is reached. Scheduling, like communication, is one of the foundations of good workflow.

We've already seen a good chunk of what happens during preproduction in our development process map in Chapter 1, “A Development Process ...

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Publisher Resources

ISBN: 0735714134Purchase book