Audio work tends to be very downstream. Do you need a vehicle to be almost completely visually done before you can start your work? Is that still the case or has that been changing?
TL;DRCorentin Grenier says audio still needs a functional vehicle to finish, though concepts can start from rough visuals, then parameters are set up with a coder and hooked into the game.
Yeah, that's still the case. We can start doing concepts early on. We only need very rough visuals. How fast does it go? Is it flying, hovering in the water? But we need it to be functional in order to actually work on it, because, as Dan said, the first steps are designing the outlines of what exactly it does. Then what does it sound like? And then my part comes in with: what do I have access to in terms of parameters, variables? Do I have access to the weight of the ship, not the ship, the boat tank? What are my inputs? And then I'm working with our amazing coder, Silvio, for him to give me access to these. Then I create all the framework in our software. And at the end, even if this is all ready, it's not hooked up to the game. So we need a working boat tank to actually try it for real.