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i About SoundScope

SoundScope is a planning & estimation tool for game audio budgets and team scope. It translates a project's shape — genre, platform, scale, timeline — into a defensible cost range and a team plan that can actually deliver it.

What it does:

  • Estimates internal salary cost (CoL-adjusted by city) and external vendor cost (per-asset / per-minute / monthly)
  • Checks whether your headcount can actually produce the scope in the time available — flags over-capacity teams
  • Surfaces risks: missing audio programmer, undefined middleware, unrealistic VO line counts, etc.
  • Compares your target audio budget to the calculated estimate (advanced mode)

Who it's for: Audio Directors, Producers, Studio Heads, and indie devs who need a budget number for a publisher pitch — or a sanity check on the one they were given.

How to use it: Basic view (small studios, quick estimates) asks ~7 questions and infers the rest. Advanced view exposes per-role headcount, per-asset SFX/music/VO counts, vendor mix, and the budget-vs-estimate delta. Toggle in the top right.

Your data & privacy: SoundScope is a single, fully client-side tool. Everything you enter stays in your browser and is never sent to or stored on a server — there is no server-side.

  • Project inputs (genre, tier, budget, headcount, scope numbers, quality bars — everything) live in memory in this browser tab only. Never transmitted anywhere. Cleared on refresh or tab close.
  • Persistent storage: a small number of items are saved locally on your device — your Basic / Advanced view preference, your list of named projects, the active project's ID, and each project's autosaved inputs. All of this stays on your device and is never sent anywhere. Use the Project menu in the header to create / duplicate / rename / delete projects, save a portable JSON copy, or reset.
  • No backend, no database, no accounts, no analytics, no tracking, no telemetry. No data is collected.
  • Feedback button opens your own email client via a mailto: link — sending is your explicit choice, through your own email provider.
  • PDF export uses your browser's built-in print-to-PDF. The file is generated locally and saved by you; nothing leaves the browser.

Honest caveats: the page loads two web fonts from Google Fonts (fonts.googleapis.com) — the only third-party request, which Google can log (IP, timestamp, referrer). And as with any website, the host's web server keeps standard access logs (IP, timestamp, which file was requested) — that's request metadata, not your project data, and the site owner controls its retention.

© 2026 James Ackley · Licensed under CC BY-NC-ND 4.0. Free for personal & non-commercial use with attribution. Rehosting, redistributing, modifying, or commercial use requires written permission. Estimates are reference figures only — not a professional bid, contract, or financial advice. Contact: soundscope@exackley.com

Q Overall Quality Bar Drives Music / SFX / VO together

The single biggest cost lever. Quality bar scales asset throughput hours, vendor rates, and revision-round budgets across every discipline. Sourced from GameSoundCon 2025 throughput data · per-tier internal team capacity · AAA vs indie audio composer/SD per-asset rate spread.

3
Scrappy Workman Standard Polished Premium
01 Project Overview
Advanced details
02 Studio Size
Solo
1 dev · audio outsourced
Small
2–15 · small indie
Mid
16–75 · AA / mid-tier
Large
76+ · AAA / live-service
Studio size overrides
03 Production Tier
AAA
$60M–$200M+
200–800 team
AA / Mid
$5M–$30M
15–100 team
Indie
$50K–$2M
1–20 team
Mobile
$10K–$500K
2–30 team
Prototype
minimal
1–5 team
Target audio budget (optional)

If the client / publisher has named a number, enter it here. The estimate page will compare your target against the calculated cost and flag the gap so you can decide where to cut scope or push back.

04 Target Platforms
PC
PS5
Xbox Series
Switch
Mobile
VR / AR
Web

Generates a planning estimate — not a final budget. Always validate against vendor quotes and your finance team before committing.

QUICK Quick Scope (basic mode) Switch to Advanced for full per-asset detail

Three sliders cover the full project. We'll infer track counts, SFX totals, and VO line counts from your studio size, genre, and these intensity levels.

3
SparseHeavy
3
SparseHeavy
01 Studio Location

Location affects internal salary estimates significantly. A Sr. Sound Designer in San Francisco costs ~2.5× one in Warsaw or ~3× one in Manila. Enter your primary studio city — we'll apply a cost-of-living adjustment to all internal headcount rates.

02 Audio Engine & Tech
03 Team Structure

Internal FTEs drive salary-based costs; salaries adjust for studio location and production tier. External vendors are costed by deliverable and engagement type.

Internal headcount
Audio Director
Vision, oversight, AD
Audio Producer
Schedule, vendors, deliverables
Composer(s)
Music composition
Sound Designer(s)
SFX, ambiences, VO edit
Audio Programmer
Implementation, systems
Audio Implementor
In-engine wiring, middleware
Audio QA
Build testing, regression, platform bugs
External vendors
Audio Director
Leadership / creative oversight
Composer(s)
Music composition
Sound Designer(s)
SFX, ambiences, VO edit
VO Direction
Voice recording oversight
Implementation
Audio integration / systems
04 Gear & Libraries (Capex)
05 Music Scope
3
Minimal Standard Reference
06 SFX Scope
3
Minimal Standard Reference
07 Voice Over
Track scope by:
≈ 12 words/line
3
Minimal Standard Reference

Generates a planning estimate — not a final budget. Always validate against vendor quotes and your finance team before committing.

Budget Estimate

SOUNDSCOPE v0.0051 · Game Audio Budget Estimator
Generated by SoundScope · © 2026 James Ackley · Licensed CC BY-NC-ND 4.0
Source data: GameSoundCon 2025 · GDC State of the Industry · Mobygames · Transphere/Artlangs
Estimates are reference figures only — not a professional bid, contract, or financial advice.
Fill in project details and hit
Calculate to generate your estimate.
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