Preventable Merge Conflicts : Another problem we were running into was creating more merge conflicts than we were comfortable with. As a result, we were seeking a new workflow that gave our audio team the power to take matters into our own hands, speeding up iteration as well as producing higher quality assets. This naturally caused delays in seeing audio in the game, as our programmers had a lot of other tasks on their plate. Unreliable Integration Timelines : One problem was an initial reliance on non-audio programmers to integrate audio assets, be it sound or music triggers. Here's a quick outline of a few of the issues we were running into: ![]() As a result, we were seeking a new workflow to help us out on these fronts. ![]() Some of these workflow issues were internal to the audio team, while others were due to challenges in collaboration with a 25+ member team across art, design, and engineering disciplines. After a few projects at WolverineSoft Studio, we were starting to notice that we were continually running into a few common issues regarding audio integration, whether for build iterations or milestone delivery.
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