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&lt;/script&gt;</html><description>Strategic Audio Review Get audio decisions in order, before they start costing your project time, budget, and quality This isn&#x2019;t a conversation about sound. It&#x2019;s the moment you get audio in your project under control &#x2013; before it starts generating problems. You&#x2019;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 &#xA0; Book a consultation 60 minutes online &#x2022; You receive a written summary after the call Audio rarely breaks all at once It starts with decisions that look harmless &#x2013; and ends in chaos At the start, most projects look the same: &#x201E;Let&#x2019;s get someone for sound and see how it goes&#x201D; &#x201E;Gameplay first, audio gets polished at the end&#x201D; &#x201E;We&#x2019;ll deal with it later&#x201D; The problem also shows up later: The sound doesn&#x2019;t fit the game, but it&#x2019;s hard to say why. Communication with freelancers starts falling apart. Fixes pile up for things that should have been done right the first time. This isn&#x2019;t a sound quality problem It&#x2019;s a problem of decisions made too late &#x2013; 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&#x2019;s no shared approach across business, creative, and tech. Audio costs the most when decisions are postponed. Strategic Audio Review This consultation makes sense if you&#x2019;re in one of these situations: You&#x2019;re starting a new project You&#x2019;re putting the team together. You&#x2019;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 &#x2013; and the easiest way to avoid expensive problems down the line. The project is already running, but audio is starting to drift Something&#x2019;s off, but it&#x2019;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. Book a consultation This isn&#x2019;t a conversation about sound itself It&#x2019;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 &#x2013; or starts blocking it. Book a consultation 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: A clear picture of where you are &#x2013; no guessing. Concrete decisions to make. A list of potential problems. A direction forward, tailored to your project. What this consultation is NOT: It&#x2019;s not training. It&#x2019;s not mentoring. It&#x2019;s not a &#x201E;loose chat about ideas.&#x201D; It&#x2019;s the moment you sort audio out cheaply &#x2013; before you have to fix it expensively. Book a consultation A simple process 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. Book a consultation 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. 01. The project was starting from scratch and needed technology decisions 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. &#xA0; My role: Analyzing the available options Mapping their costs, limitations, and risks Recommending an approach that fit the project &#xA0; Outcome: The team made the right decisions early and avoided problems that only surface mid-production &#x2013; when fixing them is far more expensive. Project: Before Exit: Gas Station (Unreal Engine + Wwise, pre-production) [See more case studies] 02. The project needed audio and workflow structure 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] 03. Audio quality issues across platforms 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] Piotr Bie&#x144; I don&#x2019;t come into a project as &#x201E;another sound guy&#x201D; I come in to sort out how audio is being thought about &#x2013; and the decisions that shape the whole project. I&#x2019;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&#x2019;t that someone is &#x201E;doing sound badly.&#x201D; The problem is that no one is making the right decisions in time, and no one is keeping that area in check. That&#x2019;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</description><thumbnail_url>https://pmbsound.com/wp-content/uploads/2026/03/zdj-2.jpg</thumbnail_url></oembed>
