Game Audio at GDC 2023 Asbjoern Andersen


What's it like to attend the Game Developers Conference for the first time as a sound designer? Wayne M Messam II shares his experiences from GDC 2023 below:
Written by Wayne M Messam II
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Zombie sound effects library

As a Sci-Fi sound designer with technical sound design experience, attending the Game Developers Conference of 2023 for the first time was an unforgettable experience. Not only was it an opportunity to network with some of the industry’s most talented professionals, but it was also a chance to learn about the latest advancements and emerging trends in the gaming world. In this review, I’ll be sharing my personal experience at GDC 2023, so that those who weren’t able to attend can get a glimpse of what it was like, and for those who are planning on attending next year can have a better idea of what to expect. It’s important to note that I was able to attend thanks to the organization Black in Gaming and their wonderful representatives, Laura Teclemariam and Rebecca Hernandez. I’m incredibly grateful for that opportunity to highlight high achieving black professionals in the video game development space and appreciate their work in making it happen.

Sound Designer Wayne M Messam II

Pre-Event Expectations

In the weeks leading up to GDC 2023, my excitement was palpable. As a sound designer, I was eager to make real and authentic connections with industry peers, learn about the latest game audio trends and techniques, and gain insight on how to navigate funding my first in-house game for my indie studio Neptune’s Cloud. I spent hours preparing for the event, reviewing the schedule of all the talks I wanted to see on the GDC app, noting key speakers of interest such as Dani Lalonders, the maker of Validate, and Damian Kastbauer, a literal Wwise genius from Audiokinetic. I also scheduled the after-parties and events in San Francisco based on the community’s Google Sheets, as well as the best foodie spots that I absolutely had to visit. And with this being my last week working for Formosa Interactive, I couldn’t help but scope out if anyone knew anyone who was looking to hire a talented sound designer like myself. To make things even more exciting, my boss was going to be there, and I was excited to finally meet him in person.
 

General Experience & Atmosphere

Attending GDC for the first time was a bit overwhelming, but in the best way possible. From the moment I arrived at the Moscone Center in San Francisco, I was struck by the sheer size of the event. The organization was impeccable, and each discipline of game development had its own dedicated space. As a sound designer, I was especially interested in the audio talks hosted by big-name companies like Audiokinetic and Unreal Engine. Although I only had an expo pass, I was still able to take in some incredible talks that left me feeling inspired and excited to try out some new tools in my own work.

The atmosphere of GDC was a delightful mix of business casual and video game fandom. I felt like I was in the midst of a video game nerd’s fever dream, surrounded by passionate professionals who shared my love for the industry. The exhibit halls were particularly impressive, with exhibits from companies like Epic Games and Discord showcasing their latest technological advancements. I was especially impressed by the chill areas for audio professionals, writers/storytellers, and virtual/in-person business meeting rooms.

Despite the enormity of the event, I never felt like I didn’t belong. People were always friendly and welcoming, and I was able to make some incredible connections with people who really want to change the standard of this industry with their ideas. Whether it was striking up a conversation with someone at an after-party or attending one of the many networking events, I always felt like I was in good company. I also want to note that this industry has come off incredibly progressive and that is something pretty unique to video game development. It truly was exciting to see people in all walks of life coming together to produce quality content and tell their stories in what is in my opinion, the best way possible. 

I also want to note that this industry has come off incredibly progressive and that is something pretty unique to video game development. It truly was exciting to see people in all walks of life coming together to produce quality content and tell their stories in what is in my opinion, the best way possible

I would encourage anyone looking to attend next year that may not have the means to look into volunteering either at the event itself, or with an organization associated with the event. The experience is definitely worth the time and money invested, but there are also recorded lectures if an alternative is needed. Discord communities are what make the event feel less alone as well since you can just send a message and someone is already willing to meet up with you.

For audio people specifically, we have GDC traditions of meeting by the carousel for lunch. It was amazing being with Darius Gourdine during this year’s talks around the carousel. The passion and story of your peers can definitely reinforce how right this career feels for you.

Overall, my experience at GDC was nothing short of incredible. I came away from the event feeling inspired, informed, and excited to continue pursuing my career in the game audio industry.

Sound designer experiences at GDC 2023
Keynote Speakers & Topics

Attending the GDC 2023 talks and panels was a highlight of the event for me. The talk on “Crowd Healing: Founding a Company and Community Around Kindness” was incredibly inspiring, as it showed how kindness can be an integral part of building a successful company and community. The speaker, Dr. Kelli Dunlap, shared her experience of creating a company that uses games to help people with mental health challenges, and how she focused on fostering a supportive and inclusive community around it.

Another talk that stood out was “The Language of Leveling Up: Crafting Your Unapologetic Career Stories.” The speaker, Brittni Chenelle, emphasized the importance of owning your story and using it to shape your career trajectory. She gave practical advice on how to communicate your value to potential employers, negotiate salaries and benefits, and build your personal brand.

“The Imposter’s Guide to the Industry” was another insightful talk that explored the common feelings of self-doubt and imposter syndrome that many people experience in their careers. The speaker, Alex Manzi, shared his personal experience of feeling like an imposter in the industry and provided strategies for overcoming those feelings and thriving in your career.

However, the talk that I enjoyed the most was “Add Senior to that Title: Real Career Talk.” The speaker, Sabina Hemmi, provided a clear understanding of the different levels within the video game industry and what it takes to advance from one level to the next. The best understanding being that Junior/Entry level is a starting level for people who are still learning and have rough edges in regards to their understanding of their role within the studio and how they contribute to the team. Base level is simply where you do your job and you do it well.

I found this information to be invaluable, as it helped me understand my own career trajectory, my professional worth, and how to navigate my next promotion or raise should the time or opportunity comes

Senior is where you improve the work of those around you and demonstrate mentorship potential to the whole team. Finally a Lead/Principle of your role typically improves not just the team, but the entire project and studio. I found this information to be invaluable, as it helped me understand my own career trajectory, my professional worth, and how to navigate my next promotion or raise should the time or opportunity comes.

One of my other goals for attending the GDC was to get connected to industry professionals who could help with funding for my first in-house game for Neptune’s Cloud. I achieved this goal by attending the “Micro-Postmortems: ‘Casual Birder’, ‘Validate’, and ‘Heck Deck'” panel, where I met Dani Lalonders, the creator of Validate. She shared her experience in a quirky yet informative way, and gave me valuable advice and contacts from various groups such as Black Voices in Gaming and Black in Gaming who specialize in funding underrepresented studio’s projects.

Lastly, the 29th Annual IASIG (Interactive Audio Special Interest Group) Town Hall was a great experience for me as an audio professional. I was able to connect with other game audio experts and learn about the latest innovations in game audio technology from big name companies such as Audiokinetic, FMOD, and Dolby. Chase Bethea, the newly chaired president, did an excellent job moderating the town hall and keeping the discussion engaging and informative while sparking inspiration for the crowd to express many ways our technology as sound designers and technical sound designers can be more efficient.

Overall, the GDC talks and panels were informative, engaging, and inspiring. The speakers were all experts in their fields and provided valuable insights and advice that I will carry with me throughout my career.
 
Black In Gaming Award Ceremony at GDC 2023

Networking Opportunities & After-Hours Parties

Attending after-hours events and parties at GDC was an excellent way to network with fellow game developers and enthusiasts. One event that stood out was the Global Game Jam Mixer. It was a great opportunity to meet new people and learn about their projects. At the lunch, I met some students from The University of Texas at Austin who were working on an indie title called Re: Fresh. They were a fun and enthusiastic group, and you exchanged contact information with them so that you could potentially collaborate on a game jam in the future.

Another event that I enjoyed was the G.A.N.G. Award Ceremony. It was a night to celebrate the achievements of game audio professionals and to connect with others in the industry. I met several composers and sound designers who were just as excited as I was to see the awards passed out. 

The LGBTQIA+ Community Night was a highlight of my GDC networking experience. The event was held at the arcade bar “The Detour Bar,” and it was a great opportunity to meet people from different backgrounds who shared a love of video games. I had so much fun that the event was extended for multiple nights during that week of GDC. I made great connections and potential long-term friendships at the event and can’t wait to attend next year.

Networking at GDC events like these was a fantastic way to make connections and build relationships with other game developers where I once had very few. I was able to exchange ideas, share experiences, and collaborate with others in the industry making the experience invaluable.


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    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

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    Mics

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Exhibitors and New Technology Showcased

Walking through the exhibits at GDC 2023 was like taking a stroll through a technology lover’s paradise. The GDC Play exhibit was filled with indie developers showing off their latest creations. It was exciting to see the passion that these developers had for their work and the unique ideas that they brought to the table. You got to try out some of the games and offer feedback to the developers, which felt like you were making a real impact in the industry.

The alt.ctrl.GDC exhibit was a unique experience that you couldn’t find anywhere else. It showcased games that were controlled by unconventional methods, such as a custom-built arcade machine or a VR game controlled by a banana! It was amazing to see the creativity and ingenuity that went into making these games, and it was fun to try them out and see how they worked.

The Business Center exhibit was the place to be if you were interested in the business side of the video game industry. You got to meet with representatives from various companies and learn about their products and services. It was a great opportunity to make new connections and learn about the latest trends in the industry.

It was inspiring to see the new technologies that were being developed and to think about how they could shape the future of gaming

Finally, the IGF Pavilion was the perfect place to see the most innovative games and technologies of the year. The atmosphere was buzzing with excitement as you walked around and saw the incredible projects on display. From virtual reality to augmented reality to the latest in mobile gaming, there was something for everyone. It was inspiring to see the new technologies that were being developed and to think about how they could shape the future of gaming.

 

Suggestions for Improvement

Based on my experiences at GDC 2023, there are definitely a few things that I would do differently to have an even better experience next year. Firstly, I would opt for the audio pass instead of the expo pass. While the expo pass was great for exploring the exhibits, I found myself missing out on some of the more technical talks and sessions that required the audio pass. The audio pass would give me access to a wider range of sessions and talks, and I would be able to learn more about the latest advancements in game audio technology.

I found that volunteering at the events in general allows me to connect with people who have similar interests and goals, and I would definitely recommend this to anyone attending GDC for the first time

Additionally, I would look for more volunteering options to recommend to my various discord communities. Volunteering at Black in Gaming not only gave me a chance to attend the event, but it also allowed me to network with other volunteers, attendees, and industry professionals. I found that volunteering at the events in general allows me to connect with people who have similar interests and goals, and I would definitely recommend this to anyone attending GDC for the first time.

Finally, for first-time attendees of GDC, I would recommend doing as much research as possible beforehand. This includes creating a schedule of the talks and sessions that you want to attend BEFOREHAND, researching the speakers and exhibitors, and also the unofficial networking events with other attendees before even flying out. It’s also important to take breaks and pace yourself during the event, as there is a lot to see and do, along with a lot of walking.
 

Conclusion

Overall, GDC 2023 was a truly unforgettable event that has inspired me to continue pursuing my passion for video game development. From the informative and inspiring keynote speakers to the engaging after-hours events and parties, and the exciting new technology showcased in the exhibits, the event was a culmination of all things video games. The networking opportunities were plentiful, and I had the opportunity to meet and connect with a diverse group of individuals. I would love to meet anyone who took anything out of this review to contact me anytime, especially if you would like to meet me there at GDC in 2024.

A big thanks to Wayne M Messam II for sharing his GDC 2023 experiences! Learn more about him and his work as a sound designer here.

 

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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:

  • Cinematic & Trailer Sound Effects Magic – Alchemy Play Track 4213 sounds included From: $135 From: $108

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    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

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    Three Spell Flavours: Holy, Cursed, Neutral

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    Built for Professionals, Whatever You Create

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  • Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
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    – All you’ll ever need regarding magical sounds [Use them again & again
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    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

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    All these small motion-supporting elements that you need in your everyday work for game menus, apps, general motion designs, … or as parts of more complex moving stuff.

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    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

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    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

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    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this 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.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 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.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

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