One of the key differentiators between game audio artists and our cousins in linear media is the implementation of our sounds into the game engine. In a linear workflow, all sounds go onto a DAW timeline, which is then mixed to complete the finished product. In game audio, however, we have no DAW timeline that matches picture. Instead we’re creating sounds, putting them into a package that gets loaded by the game, and then building and tuning systems to control their playback. This stage is crucial; not only can we control the mix within the game engine, we can control the playback of layers, pitch modulation, and other creative effects.
I will even go as far as to say that implementation is half of the creative process. If anything ...
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