Get audio decisions in order,

before they start costing your project time, budget, and quality

This isn’t a conversation about sound. It’s the moment you get audio in your project under control – before it starts generating problems.

You’ll walk away with:

  • A clear picture of what kind of audio support your project actually needs
  • A list of decisions that can lead to rework, chaos, and wasted time
  • Concrete recommendations on people, tools, and next steps

 

60 minutes online • You receive a written summary after the call

Audio rarely breaks all at once

It starts with decisions that look harmless - and ends in chaos

At the start, most projects look the same:

  • „Let’s get someone for sound and see how it goes”
  • „Gameplay first, audio gets polished at the end”
  • „We’ll deal with it later”

The problem also shows up later:

This isn’t a sound quality problem

It's a problem of decisions made too late - or never made at all

Most of the time it looks like this:

  • No single person is responsible for audio.
  • Decisions get made without clear criteria.
  • There’s no shared approach across business, creative, and tech.

Audio costs the most when decisions are postponed.

This consultation makes sense if you're in one of these situations:

You're starting a new project

  • You’re putting the team together.
  • You’re making the first production decisions.
  • You want to avoid mistakes that only surface mid-production or in playtesting.

This is the moment when getting audio right is cheapest – and the easiest way to avoid expensive problems down the line.

The project is already running, but audio is starting to drift

  • Something’s off, but it’s hard to pin down what.
  • Every fix generates another fix.
  • You can feel the lack of structure.

This is the moment when the absence of decisions starts dragging down the pace and quality of the whole project.

This isn't a conversation about sound itself

It's a conversation about how that layer works inside the whole project.

The goal is to sort out what actually decides whether audio supports the project – or starts blocking it.

What we do during the consultation:

  • I analyze your project and current situation
  • I point out where the most common mistakes show up
  • I help define what kind of audio support you actually need
  • I recommend a direction: people, tools, process

What you walk away with:

What this consultation is NOT:

  • It’s not training.
  • It’s not mentoring.
  • It’s not a „loose chat about ideas.”

It's the moment you sort audio out cheaply - before you have to fix it expensively.

How it works, step by step

1. A short brief before the call

You send a few details about the project and the current situation. That way the conversation is concrete from the first minute.

2. Consultation
(60 minutes)

We walk through your project and the decisions on the table. No theory, just the things that actually affect production.

3. A written summary after the call

You get recommendations, a list of potential problems, and a direction forward.

Experience

What this looks like in a real project

These situations show what kinds of problems teams come to me with and what decisions need to be made to bring them into order.

The studio was in pre-production and switching to a new engine. They needed to decide how to approach audio before they built out the rest of the project.

 

My role:

  • Analyzing the available options
  • Mapping their costs, limitations, and risks
  • Recommending an approach that fit the project

 

Outcome:

The team made the right decisions early and avoided problems that only surface mid-production - when fixing them is far more expensive.

Project: Before Exit: Gas Station (Unreal Engine + Wwise, pre-production)

[See more case studies]

The studio already had a project in motion, but lacked a coherent approach to audio and its implementation.

My role:

  • Implementing audio middleware (FMOD)
  • Building workflow structure and documentation
  • Defining best practices and a way to handle issues

Outcome:

Audio stopped being a chaotic part of the project and became part of a coherent process the team could keep developing without constant rework.

Project: Electrician Simulator VR (Unity + FMOD, audio implementation and cleanup)

[See more case studies]

A studio working on a game port ran into compatibility problems with audio solutions across different platforms.

My role:

  • Working out how to translate the sound between systems
  • Refining the mix and audio quality
  • Testing and iterating based on listening sessions

Outcome:

The project shipped on spec, despite the technical limitations and the lack of off-the-shelf solutions.

Project: VR game ports (PlayStation / other platforms, audio adapted across systems)

[See more case studies]

I don't come into a project as "another sound guy"

I come in to sort out how audio is being thought about - and the decisions that shape the whole project.

I’ve worked on projects that were well-organized from day one, and on ones where audio had to be rescued mid-production.

In most projects, the problem isn’t that someone is „doing sound badly.” The problem is that no one is making the right decisions in time, and no one is keeping that area in check.

That’s why I come into projects not just as a contributor, but above all as someone who:

  • Understands how audio actually works inside a game engine.
  • Can collaborate with programmers and the production team.
  • Spots problems before they start costing money.

I've worked on more than a dozen game projects

From building audio from the ground up, through implementation, to solving problems mid-production and during ports to other platforms.

I have experience with:

  • Unity and Unreal Engine.
  • Audio middleware (FMOD, Wwise).
  • VR projects and spatial audio.
  • Situations where someone had to walk into chaos and make decisions on the spot.

Because of that, I don't just create audio - more importantly, I help make the decisions that make the whole project work better.

Looking for someone who'll "do the sound"? There are plenty of those.

If you need someone who'll help you get everything around audio in order - that's exactly what this consultation is for.

Book a consultation

One decision now vs. expensive fixes later

Price:

€120

net

  • 60 minutes of consultation
  • Preparation based on your brief
  • Written summary with recommendations after the call

Most audio problems don’t come from a lack of people. They come from decisions made too late.

In practice, that means:

  • Rework instead of real progress.
  • Wasted team time.
  • More hires that don’t solve anything.
  • A drop in quality that only shows up after testing.

Either you make these decisions now – cheaply.

Or you come back to them later – expensively, and under pressure.

Book your consultation

Briefly describe your situation. I’ll get back to you and tell you whether this consultation makes sense for your case.

If it’s urgent, or needs longer explanations and attachments, feel free to reach out directly:

pmbsoundstudio@outlook.com

+48 789 755 213

Reply within 48h · No commitment

Common questions before deciding

Yes. In a lot of projects, the problem isn't a lack of people - it's a lack of structure and decisions.

The consultation helps you assess whether your current setup is actually working, or whether it's quietly generating problems that will surface later.

You can.

The question is how much it'll cost to reach the right decisions through trial and error - and how many times you'll come back to them mid-project.

Clear recommendations:

  • What to do.
  • What to avoid.
  • Which decisions to make next.

No generic advice - only things that affect your specific project.

No.

You can implement everything yourselves, or decide later whether you want further support.

It makes the most sense at the start.

But mid-project, it often lets you stop the chaos and get things in order before they generate bigger costs.

Before the call, you send a short description of the project and the situation.

That's enough to make the conversation concrete from the first minute.

If you're at the point of making audio decisions, this is a good moment to get them in order.

Got a project where audio is starting to become a decision?
Let’s talk about how to get it sorted. Book a consultation.

Process

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