The Vinegar Stroke
Fail to plan, and you plan to fail! (What is it with me and tired-ass motivational jargon this week?) I’ve spent the last couple days mapping out how 2010 is going to play out around here. There’s a healthy list of tech issues that require solutions before the audio department can unleash hell and start creating and implementing enormous volumes of content. It’s all the usual suspects – effects, animations, footsteps, fixtures, interactables, interface, ambience, water, weather, obstruction / occlusion, DSP, voice voice voice, music music music…
Now throw in multipliers like “static” vs. “dynamic”, or “automated” vs. “manual”. And hey, what dependencies are there as far as other teams go? And oh, what additional non-audio tech will touch / will be touched these things? And how does audio fit into the various dev pipelines? Lots of food for thought. A bloody huge banquet for thought.
But now we’ve got a pretty good idea how to knock each one out, and when we’re going to knock them out. That’s when the real fun starts – when we get to look up at the calendar and say, “Hey! This is the week we finally get turned loose on <thingy>! It’s time to tear shit up!” And suddenly the game is full of feature-rich <thingy>. I can’t wait. I love <thingy>.

Hey sweet, you got a keyboard with a shift key! Sellout.
it’s all for You, luv.