The studio wanted to bring new people into audio - but without a system, that always ends in lost time

Context

A game studio wanted to bring trainees into audio work.

The goals:

  • Production support.
  • Growing new people.
  • Building an audio team.

The challenge

The problem wasn’t a lack of people willing to work.

The problem was that without structure:

  • Trainees slow down production.
  • The team burns time explaining the basics.
  • Work quality is inconsistent.

My role

Building a system that lets you bring new people in without breaking the project.

What was done

  • Onboarding trainees into the tools (Unity, Unreal, FMOD, Wwise).
  • Designing the workflow.
  • Building a task and feedback system.
  • Gradually increasing the level of difficulty.

Outcome

  • Trainees actually supported production.
  • The team stopped losing time.
  • Audio quality went up.
  • The studio gained future resources.

Takeaway

Without a system, even good people slow the project down.
With a system, they start speeding it up.

If you're growing a team and want audio to be support, not a burden, it starts with structure.

Technical details

The project involved working with an audio team in a game production environment.The scope covered:

  • Onboarding new people into game audio work.
  • Training in Unity, Unreal Engine, FMOD, and Wwise.
  • Organizing the audio workflow.
  • Setting up a system of work and feedback.

The key factor was building a process that allows the team to grow without slowing production down.

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Process

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