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vedemag4 karma

Hey Justin,

My name is Hannah Gamiel and I am currently working at Cyan, Inc. as a programmer + audio engineer for our newest title called Obduction. I, too, hope to maybe start my own studio one day, although I plan on working at Cyan + potentially other studios for a while until then to gain experience working in the industry (I'm only 22).

I would love to pick your brain on the following things:

  • When did you make the step from sound designer to starting your own studio? What did it take to make that change?
  • What was the most difficult experience you've had as a sound designer, whether it be a challenge you've had with coworkers, a specific sound you had to make, foley recording... etc.?
  • Where were you able to learn about the marketing aspects of games? Was it from a mentor, online information, or personal experience?

Thank you!

vedemag2 karma

Thanks for your response! I will let Rand Miller know that you said that about Myst; I'm sure he'll appreciate it :)

I understand that having a clear understanding of each section of game development is valuable, and I hope to eventually move into a PM position like yourself to get a grasp of managing each pipeline. So far I have had experience in our programming department, QA department and I guess technically our art department (for the sound design portion of the audio programming I do). I wouldn't have thought of tech recruitment, although now that you mentioned it, it makes complete sense. I can't believe I haven't considered getting experience in that before, haha.

Thanks for the reference to Pixel Prospector. It looks like that will be a good site for me to look at and I will check it out later today.

Again, thanks for your time! :)