The sound design documentation question has me thinking about something that I don't really put much effort into, though maybe I should.
Lets say you've just wrapped a long, in-depth sound design project like a short or film or something of that nature. It's signed off on, delivered, and you're free to just let it fade away.
Do you spend any time outputting and archiving any custom sound design or other recordings made to picture before deleting the project from your drives? What's your post-project workflow?
I'm speaking less from an "I need to be able to restore this project in the future" standpoint and more from an "I made a bunch of cool sounds that I may be able to use on other things" standpoint.
My personal workflow is to just set aside any custom recorded elements for documentation as the project is ongoing, then adding those elements to my library after the fact, or as I get a moment (ex. setting aside the raw motorcycle tracks used to build the motorcycle scene.)
Sometimes I'll create an sfx palette (ex. vampire teleportation sounds) before or during tracklay, and in those cases the palette gets added to the master sfx library as I go along.
The one big hole in my game is foley archival. That stuff is cut to picture, so I have a hard time motivating myself to go through it all, sort the stuff that'll be interesting and spit it out into a format that I can catalog and find again later. So much foly is so specific to what the picture is, I'm not sure that spending the time on it will be worth the effort, though I certainly could be wrong.
The other thing I don't tend to do is bounce out heavily designed things like monster vocalizations or specialty weapons. Again, so much is specific to the picture that I'd think I just want to build a new one from scratch in the future. Again, I could be wrong on this.
Time is money, so where do we run into diminishing returns with regards to going over a project and pulling pieces for future use, and how do you go about setting stuff aside?