The moment when it’s easiest to make an expensive mistake.
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 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:
I helped the team make the right decisions before they built anything else on top.j.
The project was built in Unreal Engine using Audiokinetic Wwise as the audio middleware.
The scope covered:
The key factor was matching the audio technology to the scale and character of the production.
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