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Chapter 2. Workflow > Defining Postproduction

Defining Postproduction

We haven't mentioned postproduction until now because to the rest of the team it isn't considered part of the development process. However, it does exist in the audio team's schedule, and eventually we will see it more widely becoming part of game development—for more than just audio (as is already the case at Electronic Arts). We will discuss what happens in this inner sanctum of game audio.

Active Listening

As pieces of audio are integrated during the production phase, members of the game team listen to sounds but focus only on the ones that catch their attention. Sounds can even be disregarded entirely, as the non-audio staff concentrates on other aspects of the game such as graphics or NPC behavior code. Music can be disregarded as well, as designers or quality assurance (QA) staff sometimes play-test to their own music. This practice is perfectly common. However, as the game moves closer to completion and audio is rounded out, this approach is less acceptable. What needs to start happening well before the end of production is active listening.


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