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Chapter 2. Workflow > Scheduling from Preproduction to Postproduction

Scheduling from Preproduction to Postproduction

I'm repeating myself here, but it's for a good reason (no, I'm not senile). One of the biggest assumptions made by all sectors of product management is that audio does not take a very active role until production begins. This isn't true. Audio can (and should) take just as active a role as the other disciplines do. For this to happen, the audio manager or director needs to schedule properly to ensure that the means of production are in place by the time that part of the schedule is reached. Scheduling, like communication, is one of the foundations of good workflow.

We've already seen a good chunk of what happens during preproduction in our development process map in Chapter 1, “A Development Process Map of Game-Audio Implementation.” We've even looked at an example of a good audio meeting that takes place early in the process. All that remains is figuring out the work that goes with making sure the DPM is followed properly. For that I will write a schedule, define a good infrastructure, and then identify tasks that support the completion of the development process.


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