1. How you think the sound in your chosen example has been produced (production techniques)
I believe the soundtrack was produced by using live recorded sounds that were recorded at a real Formula One race and then just edited slightly and volume reduced (as to not blow the players head off) and placed at the right time within the game.
Sounds such as the sounds of the engine will have been recorded using footage or during a live Formula One race, whereas sounds such as the race engineer will be recorded by a voice actor in a booth and added to the game later.
The track before the race start I believe is recorded with a real life orchestra.
2. What post-production techniques have been used to create the soundtrack (using subject specific terminology)
I believe that the soundtrack has used a computer programme to quieten the sounds of the formula one cars engine and also to edit the noises so that they correspond to what is happening in-game, such as the up and down shifts.
The recording of the race engineer has been modified on a computer to make it sound like what he is saying is being transmitted through your earpiece, as it is in real life, and not as though the engineer is just next to you. His voice is muffled and quietened a bit to give this effect.
The crowd noises will have been edited in some way to ensure that there is nothing obscene said by any of the members of the crowd.
3. How the sound design of your chosen examples might enhance the gaming experience for audiences.
This Soundtrack uses all real life sounds and no manufactured sounds because the formula one fans who play this game will know what it is like in real life unlike in a fantasy game where some of the sounds made are not made in real life and players will not know what the sounds should sound like.
This gives the game an overall very realistic feel and almost fools the player into thinking that it is then driving the car.