The most valuable lesson I learned on the DE:IW audio team was that a solid schedule and regular communication are vital to the proper coordination of resources. Let's begin with preproduction.
Preproduction and Studio Construction
DE:IW preproduction took place at the same time as the “port” of the original Deus Ex to the Sony PlayStation 2 platform, as well as plans for a sequel to the Thief series. The audio team consisted of one audio director (myself) and an intern who handled a good deal of sound-file conversion for the Deus Ex port.
Preproduction involved making decisions about platforms, basic gameplay, and art concepts. We also began discussing the audio engine shortly after starting the project, even though audio production ...