Game Audio Sound Design Role Hiring Asbjoern Andersen


Junior, Intermediate, and Senior Sound Designers - what sorts of skills and qualifications can reasonably be expected and required for each of those roles?

That often depends on whether you're looking to be hired - or you're the one doing the hiring.

Here, seasoned senior sound designer Glenn Gullskjegg Goa shares their personal opinions, expectations, recommendations and lessons learned from both sides of the game audio industry:


Written by Glenn Gullskjegg Goa
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When it comes down to hiring in the audio industry, there are probably a dozen or more articles that meander about what you need to be hired. As someone who worked in the audio industry, from the movie business to video games, I thought I would put my own two cents in that slot, especially in the video game industry machine—both from the side that was hired and did the hiring. I hope something new can be gleaned from my ramblings rather than just adding to the white noise.

I should add that these are my own opinions and don’t represent the industry as a whole; you’ll find some game studios tackling this differently. However, these are things I’ve noticed in the 10+ years to be the most common and what I personally look for and expect.
 

Junior Sound Designers:

Sound Reel:


30 seconds to 1 minute long; Can be sound redesigns of other games (gameplay is a bonus); Can be a scene from a student film; Start with your best work; No music; No long introductions or logos.
 

I don’t expect:

  • A junior to have worked in the industry. (So an intern then? No, not everyone has the luck to gain a foot in the door that way, so I apply this to both.)
  • A junior to understand audio middleware the same way as a senior would, but I expect them to have messed around in there in their free time.
  • A junior to have any recording experience. (I mean, it requires you to have money even to try)
  • A junior to understand mastering or mixing.
  • A junior to have fantastic jaw-dropping audio skills. Just passable.

 

I expect:

  • A junior to have a passion for games, to the point they mod games and hone their skills through modding. Why? Because that is how I learned game audio and would eventually end up getting me a job. Through modding, you learn limitations and the importance of variations. You learn to let go of things beyond your control, which becomes essential when you work in the industry.
  • A junior wanting to learn things and take feedback.
  • A junior to have a passion for iteration.
  • A junior to not be afraid to ask questions from their seniors.
  • A junior to have a basic understanding of what makes good audio.
  • A junior to have a good attitude.

My recommendations to Junior Sound Designers:

 

Don’t expect to master things in the next 10+ years; Don’t worry about doing mistakes; Don’t worry about finding your style yet, that will come naturally; Play lots of games and try to decipher what the sound designers are doing; Start networking with people at your skill level; Don’t worship seniors or say to yourself, “When I can make sounds like them, I am good.”

 


 

Intermediate Sound Designers:

Sound Reel:


1 – 2 minutes; Start with your best work; Should contain versions of foley, whooshes, drones, stingers; Should contain gameplay (treated video or actual in-game capture); Can contain a small section in the middle toward the end from a scene in a movie you worked on or redesigned (preferably from a game); No music; No long introductions or logos.
 

I don’t expect:

  • An intermediate to understand complex creature sound design, but knows how to make general creature sounds.
  • An intermediate to have mastered dynamics, but to have a basic understanding.
  • An intermediate to have a lot of recording experience, but I do expect some.

 

I expect:

  • An intermediate to have a huge passion for learning; they listen to podcasts, watch YouTube tutorials, read books about audio, etc.
  • An intermediate to have a good understanding of audio middleware, not master-level, but good enough to understand and implement things like side-chaining.
  • An intermediate to want originally recorded assets and campaigns for recording sessions. Also, in their spare time, life permitting, they record as much as they can to further hone their craft.
  • An intermediate to not be stubborn about plugins, DAWs, or audio middleware.
  • An intermediate to have a general understanding of mastering and mixing.
  • An intermediate to have a passion for sharing their work and gaining feedback. Being vulnerable is how you learn.
  • An intermediate to have a good attitude.

My recommendations to Intermediate Sound Designers:

 
Listen to podcast; Watch YouTube tutorials; Read books by people that work\worked in the audio industry; Play games and put on movies to listen to and not just watch; Network and talk to other sound designers at your level and higher.


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


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Latest releases:

  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

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  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
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    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

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  • Destruction & Impact Sounds Extra Crunches Play Track 74 sounds included, 27 mins total $9.99

    EXTRA CRUNCHES – is an auxiliary sound library containing 74 unique sound effect files of crunches. From close up scratching and popping to loud and rough breaking and chomping. Whether it’s crunches or crumbs you’re looking for; This Extra sound effects library will help supplement the snacks and cracker needs, of your next project. Extra Crunches comes in at over 27 minutes and was recorded at 192kHz / 32bit using an ultrasonic microphone. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

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  • Industrial Ambiences Airflow Collection Play Track 36+ sounds included, 157 mins total $48

    Moody wind drafts for game & cinematic sound design can always give depth and realism to your production. This collection of airflow sounds covers structural air pressure, howling and whistling wind through doors, rattling frames and cracking stuff. Perfect for creating bunker-like atmospheres, tense survival settings, or immersive environmental layers, these sounds bring authenticity and emotion to your projects. Whether you need subtle drafts creeping through an abandoned shelter or violent gusts shaking a refuge, this library delivers a versatile toolkit ready for games, trailers, and film sound design.
    Only acoustic recordings are used, no designed sounds. UCS compatible file names and embedded file descriptions for your comfort.

Need specific sound effects? Try a search below:


Senior Sound Designers:

Sound Reel:


1 minute and 30 seconds max; Start with your best creature sound design work; Should contain versions of foley, whooshes, drones, stingers; Must have gameplay sections (actual in-game captures you worked on); If you apply for cinematic work, must contain a in-game cinematic or CGI for a game that you worked on; No Sound Redesign (if you have to use that, you are no senior in the game industry); No music; No long introductions or logos.

 

I expect:

  • A senior to come in with a can-do attitude.
  • A senior to debate, but not be argumentative when they don’t get their way, because they have learned to let go.
  • A senior to have a great desire to teach when someone asks to learn.
  • A senior to not think of themselves as better than their peers just because they have more experience.
  • A senior to have mastered dynamics.
  • A senior to have a great understanding of mixing and mastering.
  • A senior to have a wide knowledge of audio middleware, to the point they can implement new ideas and have good organization skills.
  • A senior to have a DAW of choice but willing to learn others.
  • A senior to have plugins that are always in their sessions.
  • A senior to have favorite microphones and know how to use them.
  • A senior to work together with the audio lead as an extension of them and not being a hindrance.
  • A senior to represent the best in the audio team.
  • A senior to put others before themselves.
  • A senior to not point fingers at others when something goes wrong.
  • A senior to not care about awards.
  • A senior to communicate well within the audio team and other departments.
  • A senior to have mastered creature sounds to the point that breathing sounds are more important than anything else, and can explain why.
  • A senior to accept that to work in audio means you are always learning.
  • A senior to have a favorite video game or movie because of the audio (Why? To show you are paying attention to what others are doing).
  • A senior to show their work in progress even when it is ugly.
  • A senior to fight against crunch and overtime.
  • A senior always to be happy to help, even outside of their department.
  • A senior to be strict about themselves and forgiving of others.

My recommendations to Senior Sound Designers:

 

Listen to sound design/audio podcasts; Read books about game design and other departments outside of audio; Read things like philosophy as it can help center yourself to become a better person because you represent the pinnacle of the audio workforce; Keep a network of people that are not just sound designers, but work in the industry.

 


 

Final thoughts:

As you can probably glean, the expectations of a senior are massive, but not so much in the area of audio creation. You can teach a person to create sound and direct them when the creative part is lacking, but you cannot teach a person attitude or good demeanor. That requires self-realization on their part and the willingness to improve their character. I guess this is why I hardly ever hired seniors because most of the people I talked to wanted to be seniors because they thought they deserved to be.

Ego and general narcissism with a dash of nepotism are found everywhere in the game industry, and when it comes from a senior, it can cause an entire department to break. I’ve witnessed juniors and intermediate sound designers misbehaving because the seniors put a bad foot forward.
Like a rotten apple placed within a bushel of good ones, they’ll start to rot.
But you know what I have never seen? A senior with excellent creative skills cause others in the team to have the same design skills by just creating things. Again, a senior is more about their demeanor and attitude and less about that trick they learned.

I don’t consider a sound designer a senior until they have proven they are more interested in building a suitable environment for the intermediates and juniors to thrive in, putting their work before their own.
One could argue that it smells more like an audio lead, which is not entirely wrong. I believe a senior is an extension to the audio lead, except the senior get their hands dirty in the craft.

These were my thoughts.

 

A big thanks to Glenn Gullskjegg Goa for letting us share their insights on sound design roles and expectations!

 

Please share this:


 

About Glenn Gullskjegg Goa:

 
Glenn Gullskjegg Goa is a senior sound designer currently working on Baldur’s Gate 3 with over a decade in game audio. Before, they worked as an Audio Director at Frostburn Studios. Learn more about Glenn Gullskjegg Goa here.



 
 
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Latest sound effects libraries:
 
  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    30 %
    OFF
  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

    30 %
    OFF
  • Destruction & Impact Sounds Extra Crunches Play Track 74 sounds included, 27 mins total $9.99

    EXTRA CRUNCHES – is an auxiliary sound library containing 74 unique sound effect files of crunches. From close up scratching and popping to loud and rough breaking and chomping. Whether it’s crunches or crumbs you’re looking for; This Extra sound effects library will help supplement the snacks and cracker needs, of your next project. Extra Crunches comes in at over 27 minutes and was recorded at 192kHz / 32bit using an ultrasonic microphone. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    50 %
    OFF
  • Industrial Ambiences Airflow Collection Play Track 36+ sounds included, 157 mins total $48

    Moody wind drafts for game & cinematic sound design can always give depth and realism to your production. This collection of airflow sounds covers structural air pressure, howling and whistling wind through doors, rattling frames and cracking stuff. Perfect for creating bunker-like atmospheres, tense survival settings, or immersive environmental layers, these sounds bring authenticity and emotion to your projects. Whether you need subtle drafts creeping through an abandoned shelter or violent gusts shaking a refuge, this library delivers a versatile toolkit ready for games, trailers, and film sound design.
    Only acoustic recordings are used, no designed sounds. UCS compatible file names and embedded file descriptions for your comfort.


   

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