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Audio is historically last in the chain: almost everybody else has to do their thing on a new piece of content before you can really get going, and Star Citizen has a history of working until the last minute. How do you work like that?

TL;DRAudio coming last is an inevitable consequence of visuals coming first, not unique to this company; the team can't change it, so it works alongside other departments and runs at the last minute.

Simon GershonAudio Director, Star Citizen

There's an inevitability to that sound. It's not exclusive to this company, not exclusive to this style of creativity. It happens a lot because our visual intelligence is far greater than our sonic intelligence. And what we see first always comes first. And traditionally, the visual element of any creative product generally comes first. And now how do we deal with it being at the end? Well, we just have to deal with it. It's unfortunate, but we don't start a game with the sound. We start a game with the vision, with the visuals rather. And we're just at that stage and we just work alongside each other. And we're going to be working alongside each other much more, the different departments, so that we can be organic together. It is unfortunate, but that's what happens. We can't really change that, and it's stressful and we have to run at the 11th hour, but that's unfortunately what happens.

Star Citizen Live›Q&A - Sounding Things Out·
Published on this date.24 Jul 2025