ABSTRACT

Pillars, or guiding principles for audio in games are often discussed on a per-project basis. This chapter explores some ideas for working with much higher level pillars for sound development in general, perhaps at a studio or publisher level. The focus shifts then to longer-term pillars for sound, for example, the notion of mandating polishing time, or of collaboration with audio being embedded in the culture of a studio or publisher, as well as a focus on friction-free tools and pipelines for audio designers.