Game Audio Co-Development

Need more audio specialists, but no time to onboard them?

Game audio co-development brings experienced specialists into your production pipeline without adding another layer of management. We work together with your audio team from sound design and music to voice-over and in-engine implementation.

Discuss Your Audio Production

Your creative direction. Clear production ownership.

Game audio producer with completed technical audio tasks
12+ Years in Audio
Trusted Global Partner
Tech Agnostic Team
10+ Game Audio Specialists
Scopely· Garena· Kuro Games· Perfect World· Yostar Games· Paramount· Webcore·
Audio CoDev

Everything audio. One team.

ContentProduction

  • Sound design and SFX
  • Voice-over
  • Music editing and implementation
  • Cinematics
  • Game mixing

TechnicalAudio

  • FMOD and Wwise
  • Unity and Unreal
  • Spatial audio
  • Scripting and tools
  • Profiling and optimization

PipelineQuality

  • Version control
  • Delivery standards
  • In-game audio QA
  • Documentation

ManagementLeadership

  • Project management
  • Audio leadership
  • One point of contact

Need a single deliverable instead? Check Our Service Page

Understanding Production Constraints

The Flutu team quickly understood the project, its vision and our audio goals. They respected our constraints, tested different approaches, communicated extensively and over-delivered.

Quentin Choulet Producer · Chimera Entertainment

Spatial Audio Implementation

On Fendaara, Flutu's technical mastery of spatial audio inside the game engine was essential to achieving the sense of immersion we were looking for.

Vinícius Valukas Gusmão CEO · Greydot Lab

FMOD Knowledge Transfer

Flutu shared FMOD knowledge with our team. They delivered great audio and helped us understand the tools so we could push the work further ourselves.

Anna Dohy Game Designer · TALES

Real-Time Music Solutions

Flutu helped us find alternative solutions to a technical problem involving real-time music control in our main technology product.

Jose Cantón Co-Founder & CTO · Muse Scene Lab
Audio CoDev

Choose how we work together.

You have an audio team

Team Extension.

Add production capacity to your audio lead. Same pipeline, more output.

You need features delivered

Feature Ownership.

Take audio features from design to in-game, ready to ship.

You have no audio team

Audio Department.

We become your audio team. Direction, production and implementation.

Every team is shaped around your project and can change model between production phases.

Game Audio CoDev

The right team for your game.

From one specialist to a complete audio department. Responsibilities built around your production.

  • Embedded Specialists

    Expertise inside your team.

    Sound designers, composers and technical audio specialists working to your standards, with your team and under your creative direction.

  • Audio Area Ownership

    One area. Clear responsibility.

    Give Flutu a defined part of sound, music, dialogue or implementation. We plan and deliver the work against shared goals, with regular reviews.

  • External Audio Department

    From the first brief to the build.

    No in-house audio team? Bring direction, sound design, music, voice production, technical implementation and QA together under one agreed scope.

Iteration Until It Works

Flutu kept exploring and refining a particularly challenging sound until we found the right emotional tone. Their persistence, technical skills and clear communication made a real difference to the game.

Roman Bachilo UX Expert · Scrabble Mobile

Reliable Delivery Across Media

Flutu integrated the TV series trailer theme music with our game demo. They brought innovative ideas, communicated clearly and consistently delivered high-quality work within the agreed timelines.

Barbara H. Schmitt Film Producer · IP Development

Audio Synchronized With Production

Flutu paid close attention to audio quality and synchronization throughout the project. They were always available to help overcome challenges while maintaining high standards of delivery.

Ligia Xavier Marques Project Owner · Project Management

Processes That Move Production Forward

Flutu put production processes and agile methodologies first, helping our team move development forward. Their professionalism and experience across music and sound effects made them a valuable production partner.

Matheus Borba Founder · GoGo Games Interactive
Working Together

Clear ownership. One pipeline.

Responsibility Your studio Flutu CoDev Together
Creative direction Keeps the vision Follows or leads Agreed quality bar
Scope and priorities Sets game milestones Plans audio production Clear review points
Sound, music and VO Reviews key decisions Produces agreed scope Feedback in context
Implementation and QA Provides build access Implements when scoped Tested in the game
Documentation and handoff Receives files and docs Organizes and documents Ready to maintain

The division of responsibilities depends on your project. Creative direction, scope, reviews and handoff are agreed before production starts.

Gameplay audio implementation with animation events and sound triggers
Creative Ownership

Your vision. More expertise.

Keep audio direction in-house, or ask Flutu to lead an agreed area. Either way, specialists work from your game's identity and goals, not a disconnected asset list.

Audio behavior, music states and parameter-driven variation
Inside Your Workflow

Your tools. Your standards.

Audio work follows the engine, middleware, conventions and review process your developers already use. Creative decisions travel with the work into the build.

Technical audio profiling, debugging and performance analysis
Production Visibility

Know what's next. Know what's at risk.

Defined responsibilities, review points and early discussion of blockers or changing requirements. Less guesswork for your producers and fewer surprises at milestones.

What We Solve

Your concerns. Our answers.

What studios ask us before they sign, and how we handle it.

Audio DirectorsMore hands, same direction

  • "We'll lose creative control."

    You keep the creative lead.

    It's in the contract. You review every delivery.

  • "An outside team means extra process."

    We work your way.

    Your meetings, your reviews, your tools. Nothing extra.

  • "You're small. Can you handle volume?"

    Real capacity, real backup.

    We tell you upfront how much we can take on. If someone leaves, we replace them in 10 working days.

  • "Our team never has time to build audio systems."

    We build them for you.

    Occlusion, ambience, mix, enemy hearing. Built in your engine, with docs for your team.

  • "Outside vendors get stuck in procurement."

    Paperwork ready from day one.

    NDA, contracts and data policy, ready before we talk.

  • "Your price looks higher than hiring locally."

    Pay for results, not hours.

    Priced per milestone or per system, so you can compare it with a full-time hire.

Producers & FoundersAudio without the headache

  • "We don't know what to ask for."

    We help you plan it.

    We list every sound with you. We write the plan, you approve it.

  • "I keep translating between the audio team and our programmers."

    Audio arrives working in the game.

    We work inside your project. Your developer checks it before it goes in.

  • "Audio is always a risk at the milestone."

    One person owns it.

    A short paid review becomes a clear plan, with one person on our side responsible for it.

  • "We're late and the schedule is fixed."

    Start at any stage.

    Two-week sprints. First delivery in week one.

  • "Open packages blow the budget."

    Fixed scope for each milestone.

    Any change is agreed in writing first. Your price stays the same while we work together.

  • "We want to test you first."

    Start with a small paid pilot.

    Real work in your game. If we continue, the pilot counts toward the project.

  • "I still need to convince my CEO."

    Easy to share.

    Every proposal starts with one page: price, time, risk and results.

Co-Dev PartnersAdd audio, keep your client

  • "A late audio partner puts my contract at risk."

    Same deadlines as yours.

    Our dates follow your contract with the client. One audio lead stays on your account.

  • "My client wants one studio only."

    We work under your name.

    Your client sees one team: yours.

  • "My client already has their own sounds."

    We make them work.

    We put the audio in the game, mix it and test it.

  • "I need an audio price for a proposal today."

    Same-day estimate.

    Clear price ranges you can add straight into your bid.

  • "Working with a sub-studio is a legal risk."

    Simple contracts.

    Short, clear terms that match yours. We never approach your client.

  • "I don't know how to sell audio to my client."

    We help you sell it.

    We join the call and explain the audio part with you.

FAQ

Audio CoDev, clear answers.

What does Audio CoDev mean for our studio?
Audio CoDev is game audio outsourcing organized around shared production responsibilities. Flutu works within your development pipeline, using your tools, milestones and review process. The engagement can range from embedded specialists to ownership of defined audio areas or a complete external audio department.
Can we keep creative direction in-house?
Yes. Your Audio Director can keep creative and technical leadership while Flutu provides production and implementation. If your team needs audio direction too, that responsibility can be included in the scope.
How do we decide what Flutu owns?
We define responsibilities, deliverables, technical requirements, review points and who approves the work before production begins. The agreed scope makes ownership clear for both teams.
Can we start with a focused milestone?
Yes. A feature, audio system or defined production milestone can be a first engagement. Scope, acceptance criteria and review points are agreed before work starts.
Do you deliver working audio inside the game?
When implementation is in scope, yes. We work with your engine, audio middleware and conventions, then review the behavior in playable builds. Asset-only delivery is also available when that is what your team needs.
Who will actually work on our project?
We agree on team roles and responsibilities during scoping. If additional specialists or collaborators are needed, we clarify their involvement and handoffs as part of the production plan.
What happens when requirements change?
New dependencies and scope changes are discussed early. We review priorities, schedule and budget implications together before committing to additional work.

Still have a question?

Discuss Your Project

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