Issue link: https://digital.copcomm.com/i/1524863
M OT I O N P I CTU R E S O U N D E D I TO R S 103 meant that when production realities hit, we'd already laid the groundwork, so making choices on where to allocate time was much easier. Looking back, I'd wager that most of our time went to engine and pipeline issues, we struggled a lot with keeping a stable and reliable build pipeline. This was mainly due to changes in our engine code not working well with Wwise. The Northlight team was fantastic in helping debug and solve the issues, but it did take a long time to work it all out. On the audio side, the most iteration and experimentation went into how to build atmosphere and keep the player in the moment. This mainly focused on things like rain, reverbs, ambience, occlusion, obstruction, etc., and making them as transparent as possible so nothing takes the player out of the moment. I think this was time well spent. RR: Looking back on all that time spent, what are you most proud of achieving on this project? RL: I'm proud of the team that put in all the work to make it happen and I'm proud of being a part of that team—the achievement for me was that the team put their faith in my decisions. RR: Of course, the journey isn't over. With "The Lake House" expansion and Control 2 on the horizon, is there anything you can tease about what's to come from a sound perspective? RL: We are looking into many exciting things but I'm afraid you'll have to wait and find out. RR: I had to try! As a final question, what advice would you give to aspiring sound professionals looking to break into the field and work on ambitious, narrative-driven projects like Alan Wake 2? What skills and qualities are essential for success in this competitive and constantly evolving industry? RL: First: Learn everything you can about sound art and technology, try to question why something is created in a certain way as opposed to how it is. Having a good understanding of the reasons behind something means it's easier to adapt when things change. Second: Get experience working with different people. Making audio for a game like Alan Wake 2 is all about exchanging ideas with multiple different people. The more experience you have with this, the easier your journey will be. Remedy Audio Team on the set of the fictitious talk show In Between With Mr. Door.