Rob Bridgett has published a new and interesting article on Gamasutra. Let’s read:
[Veteran audio designer Rob Bridgett (Scarface, Prototype) here outlines how audio designers can avoid creative fatigue and deliver the most compelling audio while collaborating on large studio projects.]
There are a great many reasons why gathering critical input from trusted colleagues and other sources is of a huge benefit to improving the sound on a video game production. Feedback comes in many different ways and at many different times, but not always of our choosing and not always articulated in a way that is easy to understand.
In this feature I’ll explore some of the ways that feedback can present itself, when it is useful, and some methods by which this essential process can be leveraged in order to acquire some truly valuable criticism during development.