October 2004
Intermediate to advanced
240 pages
5h 28m
English
A game is typically worked on until the last minute, meaning that content and code are changed until the game is burned to a CD, given a rather complicated series of tests, and packaged to ship to stores. This happens even at Electronic Arts, which boasts a postproduction segment in its development cycle, and nowhere is it more difficult to finalize than in audio. In the production of most big-budget feature films, the film is done before audio is mixed and music scored. Not so with games. Let's see how we can handle this challenge and squeeze more out of postproduction. But first, I'll define terms that apply to the final stages of a project's schedule: feature/content lockdown, alpha, beta, RC ...
Read now
Unlock full access