Impact of audio task planning on other departments' work
Agnieszka Rumińska has over 7 years as a professionalist in game audio.
Her experience includes composing music, sfx design and implementation.
She works in Superkami where she is responsible for a coherent audio vision and sound design for the project „Sengoku Dynasty”.
Before she spent 5 years in Anshar Studios working as a full-time Composer & Sound Designer.
The audio designer’s lecture, who has worked for years side by side with other devs and has many times seen the impact of sloppy audio planning, not only on the audio team but also on other departments. Basing on my experience, I will highlight the potential risks and suggest possible solutions for planning audio production in small and medium teams considering other departments. Additionally, I will share my ideas on what can an audio designer do to cooperate better with other specialists.