Game Audio Opportunties Asbjoern Andersen


Game audio guru Damian Kastbauer reflects on the road ahead for the audio community, and the challenges and opportunities it offers:
Written by Damian Kastbauer
Please share:
Zombie sound effects library

Reality. Nothing brings you closer to the shared dream of life than the change experienced by a group of people. Mass change propels us into the moment, faced with the realization that we are not alone. While personal change can often be an internal experience operating on a level just-under-the-surface of acknowledgement or realization, the mechanism of change among a group of people brings a shared awareness that must be faced together. 

The cancellation of this year’s Game Developers Conference was a strong indication of what has transpired in the wake of the pandemic. The continued isolating measures bring many things into sharp focus, including issues present in our global game development environment. We are a community distributed across all countries and walks of life, united by a passion for creating experiences that connect people with a form of expression.

We are a community distributed across all countries and walks of life, united by a passion for creating experiences that connect people with a form of expression

These experiences can be singular, collaborative, cooperative, educational, and ultimately shared.

This interactive art form extends beyond the walls of our homes, across borders, and subverts an easy understanding of the impact it can have on people’s lives as a form of “entertainment”, especially during crises of one kind or another.

 

The Power of Perspective

As an artistic expression it is inevitable that games will continue to grow and represent the myriad of possibilities channeled through the medium. Over time, this opportunity to engender different perspectives from diverse authorship will expand to encompass connections with people who can appreciate these different points of view. An interesting play on Andy Warhol’s famous quote “In the future, everyone will be world famous for 15 minutes” recently posited instead that “In the future, everyone will be famous for 15 people in the world”, which is to imagine that for the output of any artist, a small and passionate audience will exist.

These games, made as a form of expression, have the ability to help prepare folks for change by surfacing issues and perspectives through the lens of play in a way that can make these ideas uniquely attractive. 

These games, made as a form of expression, have the ability to help prepare folks for change

Whether it’s empathy invoked towards the vanishing titans in Shadow of the Colossus, the recurring moral/ ethical decisions of Bioshock, or reconciling the hardships of That Dragon, Cancer, there is a power in engaging with these stories in a way that is different than passive entertainment. The simple expression of sacred geometry in Engare, the sublime beauty of visual storytelling in Gorogoa, and the boundless joy of Proteus, each have a chance at framing life outside the screen. Their contribution to the format can help us cope, understand, and process the changes around and within us. Additionally, the ability of VR to place oneself in somebody else’s shoes has enabled a horrific reenactment of WW1 in the location-based War Remains, and placed you at the center of a nighttime border crossing in Carne y arena. Both experiences underline the power of the medium. These singular moments can bring both internal and external change in the way we view and experience life.

 

Game Audio Change Agents

As sonic artists, our role in game development is as a piece of the larger whole. We are a collaborator and contributor with equal opportunity to communicate the intentions and creative vision. We help blur the lines of immersion by providing an aural component to the visual. We are everywhere and nowhere in the context of interaction, as our frequencies unfold unseen through time. We speak to parts of the brain in whispers that enmesh sound expressions deeply within the entire experience. We have tools at our disposal to engage, absorb, and reflect the dramas unfolding on-screen and across the globe in an immaterial way when opportunities are presented or leveraged. 

It becomes clear at some point, either as part of an audio team or as the sole audio contributor, that advocacy within the larger game development team is key to the successful execution of sound ideas and implementation. You are always bumping up against other disciplines and their workflows, oftentimes leveraging their hard work in order to add sound. Think of the hours of work from the art team that go into animating a walk cycle and the process of tagging footstep sounds by hand (and the process of re-conforming those sound tags when/ if the timing changes).

Advocacy within the larger game development team is key to the successful execution of sound ideas and implementation

Now imagine you want to create an automated solution that plays a footstep sound when the toe and heel of the skeleton break the physics ground-plane. It’s something that has been achieved by a handful of developers, but requires collaboration across the art, programming, physics, and audio teams. 

The work involved with pulling off a cross-discipline collaboration at this scale requires daily care-and-handling of your interpersonal interactions. How you present our audio craft as something worth the investment, while also respecting the impact it will have on others pipelines, is something that must be illustrated and reinforced over time. While finding these opportunities to improve technology and fidelity help gain ground towards minimizing redundant or less creative workflows, there are other ways to wield this good will and respect.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Hello Creators!

    Here’s my new pack “Cartoon Voices”.

    Cartoon Voices  ·  The Sound Guild

    I hope this voices will help you give more life to your characters in your project. There’s different voices for different situations: emotions, attacks, hurt, laughs, coughs, efforts, dialogues, surprise, upset, question, etc…
    They can be used in different styles of video games or other media projects.
    These 109 sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.
    All this sounds have been recorded with a professional voice actor.
    I hope you enjoy implementing this voices in your project!

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects Toyota MR2 1984 sports car Play Track 228 sounds included, 44 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Seismic Core is a modern sound effects library crafted to give your sound design its defining foundation. Every element in this collection is built for layering. Designed not to dominate, but to enhance, shape, and energize your creations. Whether you’re working on cinematic hits, trailers, motion design, game audio, or abstract sonic branding, Seismic Core delivers the essential low-end weight, transient snap, and textured grit that bring your designs to life.

    These sounds are meticulously processed and polished, yet intentionally left with enough space to sit perfectly under your own layers. They’re bold enough to add instant character, but subtle enough to leave room for further creativity. This makes Seismic Core not just a toolkit, but a true starting point for powerful, flexible, and unique sound design.

    This collection of Building Blocks contains following categories:

    • IMPACT *
    • BREAK *
    • WHOOSH *
    • SUSTAIN *
    • TRANSIENT (high and low)

     

    * Also including HEAVY & SUB variants

    Build with it. Layer on top of it. Drop the anchor. Feel the quake. Design from the core.

  • Cinematic & Trailer Sound Effects Blade Sound Pack Play Track 1400 sounds included, 83 mins total $32

    1400 meticulously processed stereo blades sound effects recorded in 96 khz and 24 bits for high audio definition.

    The collection comes with hundreds of variations and many different weapon types. It also includes raw files for more flexibility for your projets and each asset has a version with and without reverb for more control.

    This collection is perfect for any films, video games or trailers.

    Recorded weapons: katana, kris knife, khukuri dagger, big and medium kitchen knife and hunting knife.

    This sound library includes various type of sounds:  blades scraping, single or multiple impacts, whooshes, designed and powerful sword sounds for trailer and cinematic, gore slashing and stabbing, blade sheathing and unsheathing, short and long combat sequences, background  sword battle, and more.

    20 %
    OFF
    Ends 1758751200

Latest releases:

  • Quietsub FX Complete Bundle

    Quietsub FX is a library of 15,055 sound effects at 24 bit 96,000 BWF. The library is organized into a number of collections related to specific categories, and a large miscellaneous category. The library was recorded to be as comprehensive as possible with an emphasis on quality and choice for users.

    The Complete Bundle includes the following parts:

    Quietsub FX gives you a wide ranging library of sound effects. Production of the library focused on creating high quality and choice for users, which ultimately is what creators want. This package is ideal for film, video, radio, podcast, and wherever sound effects are used.

    All files include metadata.

  • Quietsub FX Transportation

    An extensive collection of 1,321 Transportation sounds. If it has means of movement to carry people or goods, whether by engine or human propulsion, you’ll likely find it here.

    This collection comes in two parts. The transportation portion, and Transit Chimes.

    Transit Chimes: Transit Chimes are the sounds you hear all the time on public transportation. Dings, dongs, attention getters. This collection of 70 sound effects gives everything you need to satisfy your craving for these noises. Use them in your productions, or start your own transit system.

    Transportation: People are always going somewhere. And they sure make lots of noise doing it. Just about anything that moves people or freight can be found here.

    Recording for this category is outside the studio affair. A tremendous amount of time driving and walking around, as well as planting yourself in strategic locations where vehicles do their thing.

    • Cars general
    • Classic cars
    • Sports cars
    • Boats
    • Aircraft
    • Bicycles
    • Buses
    • Motorcycles
    • Trucks general
    • Garbage Truck
    • Highway and street backgrounds
    • Traffic sounds

    This extensive collection touches all the bases.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Video Transition Sound Effects

    A great collection of 128 Video Transition Sound Effects. These are designed to be used at video edit points to add impact.

    Video Editors will enjoy these video transition effects. In recent years, sound effects began appearing in videos to accompany the actual visual edit. This was the inspiration for creating this collection.

    There’s no better way to add depth to video edits than with short sounds and ramps. These work great with short video breakup visuals and flashes.

    This collection is made up of various wipes and transitions.

    Cut away. Chop, Hack etc. These sounds will make those video transitions more interesting.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Sci-Fi Sounds

    A collection of 192 Sci-Fi Sounds.

    There’s lots of science fiction out there, but still no little green men. Possibly that’s what makes sci-fi so popular. The dream of something you think may exist, but cannot be proven. Sci-Fi, of course, has its own sounds. In this collection of 183 sound effects, you will find most of what you will need to outfit your next spacecraft.

    Included in this collection:

    • Alien interiors
    • Blasters
    • Backgrounds
    • Space ship sounds

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Mechanical Parts

    A collection of 159 mechanical sounds made by small motors. This is the result of a massive editing job involving small metal and plastic parts, and any other item made by humans and others.

    Stuff that clicks, winds, and moves by itself.

    This collection covers the world of small mechanics. Sounds in this collection include:

    • Clicking
    • Cranking
    • Metal levers
    • Metal movement
    • Winding
    • Running
    • Slowing
    • Squeaking

    You can get all wound up with this kind of thing. Something for any mechanical mind.

    Files are 24-96000 BWF with metadata.

Need specific sound effects? Try a search below:


Opportunities to Advocate

Imagine challenging the current “default male” player character paradigm by taking the lead on building the ability to change: gender dialog, vocalizations, and Foley materials into the audio system during pre-production. Today’s middleware tools make it easy to establish dynamic and flexible implementation from the start. Arriving first with an audio system in place (game parameters, states & switches, naming standards, asset management) can help drive the conversation early on as decisions are being made on the game engine and design side. 

Other current examples of the influence that audio can have in the way that a game is perceived include: the successful marriage of gameplay driven exertion vocalizations in the most recent Spider Man brings depth to the character and a reminder that, beneath the mask, Peter Parker is still human after all. Also, Bringing Greek voice actors to the game Assassins Creed Odyssey not only succeeds at more accurately portraying the culture and story of ancient Greece but also in representation for some: “Maybe it takes something like a video game, a thing you were just playing for fun, to make you realize unexpectedly that you could relate better than you thought you could all along.” More simply, audio sublimely supporting the underlying message of connection in Death Stranding. Sound and all of its aspects align to play a pivotal role in helping to deliver on these subtle subversions of what could have been far shallower experiences. 

Sound and all of its aspects align to play a pivotal role in helping to deliver on these subtle subversions of what could have been far shallower experiences

By presenting diverse player choices, gaining visibility for the different ways that people play, and challenging assumptions, we have the ability to touch all people. It can help inform the way that people view their reality, understand the changing landscape of terminology, and present alternate perspectives of circumstance. Towards these goals we can create opportunities to advocate for these issues and weave them into the fabric of what we contribute.. As collaborators, as audio specialists, as game developers, we can be agents of change.

 

Linked in a Revolutionary Spiral

Looking forward to the year ahead, there are questions about what shape the world we live in will take. What contribution can we make to support each other during the challenges ahead? How does our effort each day contribute to stability and balance amidst the turmoil of global change? In what way does our creative output help frame peoples’ experiences? Are games simply a pure form of distraction and escapism or can they also allow for these larger questions to be answered? How do we, as a community, aid in the understanding of and help bridge the gap between our differences?

Moving forward from here, it feels vital that we find ways to support each other towards a shared goal of education, advocacy, and compassion: Education about the role of audio in games, advocacy for our craft and its dynamic potential and most of all, compassion for all lives. We are linked in a revolutionary spiral facing the changes of today, together.

This article doesn’t offer any easy answers. It barely speaks to the question of “why” we should even try. But if this sentiment has reached you, look for ways to increase your understanding of the people that surround you and feed this understanding back into your work.

Moving forward from here, it feels vital that we find ways to support each other towards a shared goal of education, advocacy, and compassion

Practice tolerance, empathy, and mindfulness as part of your interactions and use this practice to weave a fabric of frequencies that can somehow embody these ideals. Grow respectful connective tissue that can help bear the weight of shared change among people. Recognize you are not alone in this struggle and be strong enough to both ask for, and give help when needed.

Wherever you are today: Stay good, stay safe, and keep it easy.

“It’s not the note you play that’s the wrong note – it’s the note you play afterwards that makes it right or wrong.”― Miles Davis

About me:

You may know me from such rambling word plays such as: Opening a Trans-Dimensional Portal Using Time-Based Effects, How to Survive a Game Audio Layoff, or Envisioning Our Interactive Audio Future. Tune-in for the Wwise Wworld Wwide Online Expo April 29th starting at 1:00pm EST on https://www.twitch.tv/audiokinetic 
 

Please share this:


 



 
 
THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

    50 %
    OFF
  • Car Sound Effects Toyota MR2 1984 sports car Play Track 228 sounds included, 44 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Animal Sound Effects Collections Botswana Play Track 49+ sounds included, 136 mins total From: $60

    Botswana Faunethic sound library is a unique collection of 49 sounds recorded through several national parks of the country (Okavango, Chobe,…). All these sounds has been recorded and produced with high quality equipment in multichannel.

    This collection offers a wide diversity of soundscapes and animals sounds such as:

    -Bush, savanna and forest soundscapes.
    -Hippopotamus grunt and vocals.
    -Elephants vocals, showering and drinking.
    -Zebras and impalas fighting.
    -Lion chasing an elephant during one night.
    -Birds and insects at different perspectives.
    -Villages

    If you want to hear more about this field recording trip, feel free to check this post.
    The multichannel version contains 40 tracks in native 4.0 and 9 tracks recorded in stereo only.

    This library provides authentic and interesting sounds, recorded with DPA, MBHO and Neumann mics powered by an Aeta 4minX.
    All Faunethic tracks includes metadata carefully edited, compatible with Soundminer, Soundly and Basehead.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Quietsub FX Complete Bundle

    Quietsub FX is a library of 15,055 sound effects at 24 bit 96,000 BWF. The library is organized into a number of collections related to specific categories, and a large miscellaneous category. The library was recorded to be as comprehensive as possible with an emphasis on quality and choice for users.

    The Complete Bundle includes the following parts:

    Quietsub FX gives you a wide ranging library of sound effects. Production of the library focused on creating high quality and choice for users, which ultimately is what creators want. This package is ideal for film, video, radio, podcast, and wherever sound effects are used.

    All files include metadata.

  • Quietsub FX Transportation

    An extensive collection of 1,321 Transportation sounds. If it has means of movement to carry people or goods, whether by engine or human propulsion, you’ll likely find it here.

    This collection comes in two parts. The transportation portion, and Transit Chimes.

    Transit Chimes: Transit Chimes are the sounds you hear all the time on public transportation. Dings, dongs, attention getters. This collection of 70 sound effects gives everything you need to satisfy your craving for these noises. Use them in your productions, or start your own transit system.

    Transportation: People are always going somewhere. And they sure make lots of noise doing it. Just about anything that moves people or freight can be found here.

    Recording for this category is outside the studio affair. A tremendous amount of time driving and walking around, as well as planting yourself in strategic locations where vehicles do their thing.

    • Cars general
    • Classic cars
    • Sports cars
    • Boats
    • Aircraft
    • Bicycles
    • Buses
    • Motorcycles
    • Trucks general
    • Garbage Truck
    • Highway and street backgrounds
    • Traffic sounds

    This extensive collection touches all the bases.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Video Transition Sound Effects

    A great collection of 128 Video Transition Sound Effects. These are designed to be used at video edit points to add impact.

    Video Editors will enjoy these video transition effects. In recent years, sound effects began appearing in videos to accompany the actual visual edit. This was the inspiration for creating this collection.

    There’s no better way to add depth to video edits than with short sounds and ramps. These work great with short video breakup visuals and flashes.

    This collection is made up of various wipes and transitions.

    Cut away. Chop, Hack etc. These sounds will make those video transitions more interesting.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Sci-Fi Sounds

    A collection of 192 Sci-Fi Sounds.

    There’s lots of science fiction out there, but still no little green men. Possibly that’s what makes sci-fi so popular. The dream of something you think may exist, but cannot be proven. Sci-Fi, of course, has its own sounds. In this collection of 183 sound effects, you will find most of what you will need to outfit your next spacecraft.

    Included in this collection:

    • Alien interiors
    • Blasters
    • Backgrounds
    • Space ship sounds

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Mechanical Parts

    A collection of 159 mechanical sounds made by small motors. This is the result of a massive editing job involving small metal and plastic parts, and any other item made by humans and others.

    Stuff that clicks, winds, and moves by itself.

    This collection covers the world of small mechanics. Sounds in this collection include:

    • Clicking
    • Cranking
    • Metal levers
    • Metal movement
    • Winding
    • Running
    • Slowing
    • Squeaking

    You can get all wound up with this kind of thing. Something for any mechanical mind.

    Files are 24-96000 BWF with metadata.


   

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.