However games are iterative by several orders of magnitude more than traditional tech (I've also been CTO at a more traditional design/consulting firm) and constantly evolving and audio team, both internal or external, end up tightly embedded over the course of 2-3 year long projects, and Kanban ALWAYS breaks down because the edges of tasks are fuzzier than you expect.
Scrum (real scrum, not the surface level dogmatism that passes for it in many places) does work better in this situation. I find myself saying this often "The best tool is the simplest one that does what you need it to". I really do prefer Kanban! It's far simpler. For projects that have clear needs and stakeholders it's great. For "factory" type set ups that provide tools to other internal stakeholders it also works great. But for places where the technical requirements are fuzzy the added complexity of Scrum is helpful, since it focuses on OUTCOMES rather than MEANS/tasks.
Don't be afraid to try different approaches for different sprints/releases and tweak formulas. You can normalize estimation by keeping it consistent while also changing methodologies. But just because Scrum is overused and misunderstood doesn't mean it's useless.