Schell Games has cut around 10% of its workforce and reduced headset-based VR from about 80% to 30% of its work. What does that shift mean for game audio, spatial audio and interactive-audio careers?
Schell Games has cut around 10% of its workforce and reduced headset-based VR from about 80% to 30% of its work. What does that shift mean for game audio, spatial audio and interactive-audio careers?