When Orcs Attack! Audio Post-Mortem

All of you probably saw Jon Frisby’s (Mr. Joy, Inc.) post-mortem regarding his new game When Orcs Attack!
If not, you can read about it here:
garagegames.com/blogs/48969/13597
Before reading, I would highly suggest you download and play the demo as well — as you will get much more out of this if you understand what I’m referring to! Download it here:
As the audio designer for the game, there were several interesting things that happened during the development for this game that I thought others might find interesting and perhaps applicable to their current situations. For Torque users, however, your mileage may vary as WoA was developed on the Unity3D platform, so some of these “solutions” that we came up with may or may not exist for you and some additional ones may be available as well! In case you are wondering, I also did the two tracks of music in the game, but most of my post-mortem will be focusing on the sound design elements of the game.
What went right
1) (Pretty) Clear scope In all sound design projects for games that I work on, this can be a big issue. Knowing exactly WHEN to incorporate the sound designer at a stage where the scope is pretty well nailed down is key. Most sound designers are working on “per sound effect” price point as opposed to a “retainer format” (unless you are very rich and can offer health and dental plans…), so for the sound designer to produce extra sounds that you won’t actually use can become quite costly. This project, however, was well scoped and I was shown the project pretty late in development, so most of the major features were there and could be seen — so any additional sounds were figured out pretty quickly.

connector? I found that the good folks over at 