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		<title>Forum posts to 'Game Development' on nycgameindustry.com</title>
		<link>http://www.nycgameindustry.com/game-development/</link>
		

		
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			<title>Re: contracted audio?</title>
			<link>http://www.nycgameindustry.com/game-development/show/80?showPost=87</link>
			<description>&lt;p&gt;Also an outsourcing company (like mine) already has invested tons of money in to the equipment and software needed to create audio assets. &lt;br \/&gt;&lt;br \/&gt;For the most part it makes sense for small companies and very large companies to outsource audio development. Small companies (1-3 titles in development at a time) can better allocate financial resources to more programmers or marketing. Very large companies (7+ titles in dev) bring on a company like mine during crunch periods or for large volume asset creation to ease the load for their existing staff.&lt;br \/&gt;&lt;br \/&gt;Mid sized companies have the most use for a wholly in-house staff of about 3 or 4 staff audio personnel. This team can see the titles through with little help from outside contractors, though many companies under-hire audio and wonder why their games only got a 4 on IGN for sound.&lt;br \/&gt;&lt;br \/&gt;If you are looking to break in to audio and are seeking an in-house position I highly recommend getting on a mod or two (preferably a UE3 team) and learning implementation. The largest need I've seen in recent years is for skilled implementers.&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: contracted audio?</description>
			<pubDate>Tue, 23 Dec 2008 18:50:09 -0700</pubDate>
			<author>mcsurics</author>
			<guid>http://www.nycgameindustry.com/game-development/show/80?showPost=87</guid>
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			<title>Re: contracted audio?</title>
			<link>http://www.nycgameindustry.com/game-development/show/80?showPost=82</link>
			<description>&lt;p&gt;Overall its more expensive sometimes to have an in-house sound designer ( or any position in general ). The trade-off being that you gain a much more direct line of communication with someone who probably is more keyed into the current iteration of the project. &lt;br \/&gt;&lt;br \/&gt;If the company does know exactly what it wants than outsourcing it is generally the better choice ( cost-wise ).&lt;br \/&gt;&lt;br \/&gt;Thats about as much as I know.  &lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: contracted audio?</description>
			<pubDate>Fri, 19 Dec 2008 17:05:22 -0700</pubDate>
			<author>SWoskowiak</author>
			<guid>http://www.nycgameindustry.com/game-development/show/80?showPost=82</guid>
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			<title>contracted audio?</title>
			<link>http://www.nycgameindustry.com/game-development/show/80</link>
			<description>&lt;p&gt;woo first post! =D&lt;br \/&gt;&lt;br \/&gt;well i just wanted to ask the community:  what does an in-house sound designer offer to a company that a 3rd party sound designer can't?&lt;br \/&gt;i know its a big question, but its a real one.&lt;br \/&gt;&lt;br \/&gt;i have a few ideas of what that is, but i want the straight dope from the source themselves.&lt;br \/&gt;&lt;/p&gt;&lt;br&gt;&lt;br&gt;Posted to: contracted audio?</description>
			<pubDate>Fri, 19 Dec 2008 09:55:18 -0700</pubDate>
			<author>SonicBoom</author>
			<guid>http://www.nycgameindustry.com/game-development/show/80</guid>
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