We can work with you from the beginning to the end of development establishing the optimal 'Audio Direction' for the project, or slot alongside your existing team to ensure an existing 'Stylistic Direction' is maintained.
Creation of 'Game Engine Ready' Audio Assets bespoke to your project needs including SFX for Ambience, Foley, Character, Vehicle, Gameplay, UI and more.
All formats catered for, from mobile applications, VR/AR Binaural/Ambisonic and standard 5.1/7.1 Surround Sound PC & Console titles.
Audio Implementation
Our team can implement audio directly into your game using a wide range of audio engines such as Wwise, FMOD, Native Unity or Unreal and have experience working within proprietary engines.
We can work with you to establish and improve an audio tools pipeline that is flexible, adaptable and suitable for youur current and future projects.
Fluent in Version Control best practices and software such as Tortoise SVN, Plastic SCM, Git, Sourcetree etc.
Dialogue
End-to-end Speech Services include Casting, Recording, Performance Direction, Editing, Post-Production and Implementation.
We have experience in different methodologies from recording voice actors collaboratively or solo using a variety of methods including 'Wild', voice to picture 'ADR' and alongside motion capture 'Mocap'.
In conjunction with a number of trusted partner recording studios specialising in voice over recording, we are able to secure competitive hourly and daily rates to suit any budget.
Music
Our aim is to act as a bridge, helping translate your music needs into musical terminology actionable by a composer.
We specialise in assessing the project's musical needs, to create an Interactive and Adaptive musical score to accompany your project.
If your project does not require bespoke compositions, we can offer several varied solutions for music licensing to fit budgets large and small.
Trailers, Cutscenes & Mixing
We are able to produce audio to accompany any trailers, social media videos or related content to promote your project.
We have experience in creating supporting audio for cutscenes including FMV, Pre-rendered or Real-Time In-Engine.
Our aim is to ensure that not only will the important elements within the mix be clearly audible at all times, but that the final mix will meet Peak and Average Loudness TRC's come submission time.