Audio as a feedback system, not atmosphere - how do you think about it at the design stage?
I've been thinking a lot about how late in the development process audio design tends to get integrated. It usually doesn't happen until after the core systems are locked, which means it ends up just being atmosphere rather than feedback. But in tension-based games especially (such as horror, stealth, tower defense etc), music and sound state can carry a lot of mechanical signaling: something's wrong, escalation is coming, the player is safe, you've been spotted. I'm curious how this sub thinks about it - do you consider audio at the design stage, or is it always at the end? And are there games you feel do this really well where the audio is clearly part of the design spec rather than added at the last minute?