

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:
60 minutes online • You receive a written summary after the call
At the start, most projects look the same:
The problem also shows up later:
Most of the time it looks like this:
This is the moment when getting audio right is cheapest – and the easiest way to avoid expensive problems down the line.
This is the moment when the absence of decisions starts dragging down the pace and quality of the whole project.
The goal is to sort out what actually decides whether audio supports the project – or starts blocking it.
You send a few details about the project and the current situation. That way the conversation is concrete from the first minute.
We walk through your project and the decisions on the table. No theory, just the things that actually affect production.
You get recommendations, a list of potential problems, and a direction forward.
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:
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)
The studio already had a project in motion, but lacked a coherent approach to audio and its implementation.
My role:
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)
A studio working on a game port ran into compatibility problems with audio solutions across different platforms.
My role:
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)
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:
From building audio from the ground up, through implementation, to solving problems mid-production and during ports to other platforms.
I have experience with:
Most audio problems don’t come from a lack of people. They come from decisions made too late.
In practice, that means:
Either you make these decisions now – cheaply.
Or you come back to them later – expensively, and under pressure.
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:
Reply within 48h · No commitment
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:
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.
Got a project where audio is starting to become a decision?
Let’s talk about how to get it sorted. Book a consultation.
© 2026 Made by Prosto Pisane