10 hours ago, nsmadsen said:So, what you've cited above doesn't really apply to most of the game dev I've been a part of in the last 13 years.
That makes sense - I've been in a really different seat in the process so far. I've been working with game audio casting agencies, voiceover artists, and editors working my up to the implementation and design gig. I have ended up trading a lot of sessions because I've been fortunate enough to have been called for remote recordings - and when they come to my facility, many VO artists are able to edit the material themselves, but the production company pays to have a decent room with a good mic locker (and a reliable mix rig) to shoot it in. I usually dropbox them the session or throw it on their hard drive, they take it back, and also bill the developer for the time it took them to edit their own deliverables. I have NO idea if this is normal as my first notable game contracts have just come in over the last several months (after a good year or so of pounding the pavement for SOMETHING to put in a portfolio). The only other game I was ever involved in was working with a collaborative situation with a composer in California who was an excellent musician and understood basic game audio implementation but had zero tools or knowledge on how to mix it. I assumed that sharing sessions was normal...he had to send me the Cubase session in order for me to dump his VI's and overhaul them with my better ones.
I guess I was surprised that the turnover and deliverable workflow isn't like film at all. I obviously have nowhere near your level of expertise with this stuff and I am sincerely grateful you're taking the time to elaborate on your experiences here! Much appreciated
...For the two 'special cases' I mentioned above, one was film, and the other was broadcast. I probably should have stated that.