Level design abounds are where the verticality of the world was enhanced by being able to hear the sounds coming from above you, sometimes as a clue of where to explore next.
This also worked out especially well for our boss battles because most of them are quite large. For each boss it was essential that sounds were correctly associated with their appropriate emitter — head, wing, foot, etc. for spatial accuracy.
In-game cutscenes and vignettes were the few places where we could really push some more intense panning for dramatic effect. For example, the main antagonist, Shriek, was a giant owl that frequently flew overhead for her introduction into the scene.