Audio decisions at the start of a project shape its cost, quality, and production pace

The moment when it’s easiest to make an expensive mistake.

Context

The studio was in pre-production and switching to Unreal Engine. They needed to decide how to approach audio before actual production kicked in.

The challenge

The problem wasn’t a lack of skill. The problem was a lack of decisions – the kind that shape the entire project.At this stage, it’s easy to:

  • Choose a solution that doesn’t scale later.
  • Force expensive rework mid-production.
  • Burn team time on things that could have been set up earlier.

My role

I helped the team make the right decisions before they built anything else on top.j.

What was done

  • Analysis of available solutions (Wwise vs. other approaches).
  • Mapping the costs, limitations, and risks.
  • Matching the choice to the project.
  • Working out a direction for how the team would operate.

Outcome

  • Deliberate technology decisions.
  • No „going back to the basics” mid-production.
  • A coherent direction instead of trial and error.

Takeaway

The cheapest decisions in a project are the ones made at the start.

If you're at the start of a project, this is a good moment to get audio in order.

Technical details

The project was built in Unreal Engine using Audiokinetic Wwise as the audio middleware.

The scope covered:

  • Selecting and configuring the in-game audio system.
  • Analyzing Wwise capabilities in the context of the project.
  • Defining the audio workflow for the team.
  • Preparing the foundations for audio implementation.

The key factor was matching the audio technology to the scale and character of the production.

Got a project where audio is starting to become a decision?
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Process

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