Landing a job in game audio is not easy, and there's no silver bullet that'll magically make it happen. However, there are some key things you can do to that'll greatly increase your chances.
Adam Croft has just released a book called Quit Aspiring, a guide to help you break into game audio - and below, he shares 4 fundamental things you can do to make that game audio dream a reality:
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Hi friend, if you donโt already know me โ my name is Adam Croft (no relation to Tomb Raider, but at this point it would be more fun if there were) โ and I have the pleasure of writing to you because Asbjoern is super awesome and asked me to.ย I might be worth listening to (up to you, of course) as Iโve worked in various forms of audio for the last decade, and helped bring titles to life for companies like Bungie, Turn 10 Studios, 343 Industries, etc.
You and I are about to have some fun โ especially if youโre interested in breaking into game audio for the first time.ย I know there are a bunch of you who think it would be super awesome to design sounds for games (spoiler alert: working on games is fun) but are frustrated because thereโs not exactly a clear step-by-step roadmap to get there.
If youโre scared, frustrated, confused, lost, have huge dreams โ but know deep down that youโre talented and just need an opportunity โ I have great news for you that doesnโt involve browsing Reddit for advice at 1amโฆ Youโve already got the roadmap you need.
No, seriously, Iโm not kidding.ย You do!ย So, letโs dive in โ Iโm going to tell you a bunch of stuff youโve already heard before, but you definitely need to hear again.
Oh, and if what Iโve got to share with you below hits you like a ton of bricks โ I elaborate in-depth on all of it in my book Quit Aspiring.
Do the Work
At one point in my life, and career, I had a hard time finishing any project I was super personally passionate about.
I could go to work and help bring the creative visions of others to life โ no problem.ย But my own ambitions?ย Nearly impossible.
Iโm sure you know this story well โ start one project, get a week (or maybe 2 days) in, hit a small wall, become enraptured by a new idea, repeat the cycle โ you never get anything done.
Now Iโm going to break your heart, because I know youโd like a sweet tip and a shortcut to just fix that forever.
But, there isnโt one.
I do have a method in my book that I use to defeat this cycle in myself โ but my method or any other method all eventually end up at the same place:
Creative work is still work, and you need to do the work.
We imagine, because weโre passionate about our acoustical arts, that theyโre always supposed to be fun.ย We imagine something like โyouโll never work a day in your life if you love what you doโ.
While thatโs kind of true โ none of us envies a janitor and we have way more fun than that job โ thereโs still parts of our work that are just downright taxing.
Some days your ears are just off, and youโre not hearing things right.
Some days you have to slog through data management and metadata.
Some days none of your software is working properly.
Some days you run into unexpected bugs, or just canโt create what youโre hearing in your head.
Some days, even, you disagree with your boss on what something should sound like and you need to do what they want.
None of those things are particularly easy, right?
But I know of no way to get โaroundโ those hard parts.ย You focus, and you get them done. ย Everyone else arounds you loves you more the less you complain about them, too.
So, you can go browse the internet for plenty of โtacticsโ to make this part easier, you and I both know there are plenty.ย But it simply comes down to figuring out how you tick, how to make yourself focus, and how you get to the finish line.
Then do it.
That demo reel, demo game, website, resume, and cover letter arenโt going to build themselves.ย Nobody is going to do it for you, and nobodyโs going to hand you the opportunity โ everyone else is too busy with their own things!
So, it comes down to you, and doing the work.
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Ship your stuff
Once youโve convinced yourself to sit down and work for an extended period of time (Iโm talking consistency over months, not a few days) then youโre going to run into your next problem โ finishing.
This time I donโt mean preventing yourself from getting distracted.ย I mean deciding on where to stop and committing to it.ย It could be (and should be) a specific date, but it also could be a point where you reach โfeature completeโ.
The problem everyone has is that theyโre too vague about what โfinishedโ means.
You might need to complete 3 more sounds, but then youโll find 3 more that you want to do to make your finished product that much better.
But we both know youโll find 1 or 2 more after that.
This is your own personal version of โdevelopment hellโ โ where it never ends until you say it does.
There are a bunch of things wrapped up in this โ but most of them revolve around ego and fear.ย You absolutely want to make the best impression upon the world that you can, and youโre freaked out that you wonโt.ย Youโve put so much effort into this thing that you donโt want to ship and be let down when nobody cares, or somebody hates it.
So, you never ship.ย Itโs an avoidance mechanism.
First of all โ ouch โ look at what youโre doing to yourself!ย Youโre so scared about your incompetence that youโre more willing to bury your work than share it!ย Thatโs a huge, huge bummer.
Second โ you and I both know reality here.ย Unless you ship your work, nothing is ever going to happen.
The second most important thing after doing the work, is shipping the work youโve done.
If youโre working on a demo reel, or job application โ you have 0% chance of getting hired if you donโt ship those things off, right?
I could state the obvious here and repeat โso get it done.โย But I actually have something else that can help you here.
Thereโs a really easy way to get beyond your fear of shipping out your work and making sure itโs 100% perfect.
Ship more work โ ship all the time, as often as possible.
Another problem that a lot of you run into is simple idolatry of your work and ego.ย You work on one piece for so long, with so much effort, that a large amount of your identity as a creative individual is wrapped up in your project and its hopeful success.
What I mean by that is, if it fails โ you feel like you are a failure.
That could not be any further from the truth, but I understand where youโre coming from and Iโve felt that way before.
The easiest way Iโve found to prevent that is by radically increasing the amount of content you put out.
For example, I ship blogs at my website every week.ย Sometimes I get asked to create additional content by others (like what youโre reading right now).ย Iโve written 2 books, created multiple pieces of software, and worked on ten years of audio projects.
If you create so much that no one piece can define you and your story, your ego and identity become less fragile and are not a problem.
You might hear things like โyou need to put in 10,000 hours to master a skillโ or โyou need to fail and suck in order to get good at somethingโ.ย You can distill all of that down into simply โship more and worry less about what youโre shippingโ.
Believe me, youโre smart and youโll know when something youโre shipping requires a little bit more time and effort to get right.
But your demo reel is not that project.ย Itโs simply a showcase of where youโre at right now, and if youโre not great โ you still need to finish it and then work to make it better.
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Stand Out
โBe unique!โ
โYou have to stand out in a crowded market!โ
โItโs so hard to get work if youโre not doing something special!โ
Youโre going to hear things like this when you decide to dive into game audio.ย Hereโs the response youโre going to have:
โWell, HOW THE *#($)! AM I SUPPOSED TO DO THAT?!โ
The emphasis with all-caps is mine.ย Youโll identify with it if youโve been at this a while and gotten nowhere โ youโre probably fairly frustrated.
Hereโs whatโs funny to me about this in regard to sound designers.
Almost all of you crazies think of the exact same thing to do when it comes to being unique.
The trendy thing today, as of this writing?ย Learning implementation.ย So many young hopeful sound designers come to me and ask about programming and implementation because theyโre worried they canโt get a job on their sound design alone.ย Youโre all convinced that if you know how to use middleware well and/or code โ youโll be an instant-hire.
So, let me straighten this out โ learning middleware is great for you to know.ย If youโre hoping to be a sound designer, forget about coding.
But none of those things makes you super unique or special, especially as a sound designer.
Instead, you should be doing everything you can to make your sonic fingerprint unique.ย You should also be creating special ways to present your work.ย This is where you should be going crazy and embracing your creativity!
Iโve remarked to a few sound designer friends that Iโm honestly surprised that more sound designers donโt make effects libraries โ like things you see here at A Sound Effect.
(Before you go lose your mind and respond to me about how the quality of sound libraries is diminishing and itโs a giant race to the bottom in terms of quality and price โ hear me outโฆ)
Iโm of firm belief that if you put out your work to sell it (and did sell it), that you would stand out significantly amongst your peers.ย I did this myself, just with programming instead of sound design.
But you can screw that idea up incredibly easily.ย No, I donโt mean by putting out crappy work or not getting your files tagged correctly.
I mean that โ if you take that idea I just presented (please do) โ you need to create it for the right market.
If youโre going to make sound libraries for sound designers โ I think youโre shooting yourself in the foot.ย There are companies who do that professionally, and it requires a lot of work.ย It requires heavy research of what sound designers are missing, and what they simply cannot record themselves.
Unless you live in an incredibly unique area โ youโre probably not going to make your mark by selling city ambiences to sound designers.ย Sorry.
You can make this tremendously easier on yourself by making things for the market that actually buys your work in the first place โ game developers and video editors.
There are a huge number of independent game developers and video editors that want sounds they can simply drag and drop into their projects.
Itโs your job to find them (thereโs plenty of online forums if you donโt live in a city where these people are), find out what sounds they could use, and then rip them out fully polished.ย Who cares if theyโre not perfect?ย Who cares if itโs impossible to make sure they sit in a mix right?ย Thatโs not your job at this point.
Your job is to simply make things that other creatives want to use.ย Then you can turn to potential employers and say, with confidence:
โYes, I can the sounds your game needs.ย Yes, I know how to work your middleware.ย Oh โ and by the way โ as proof of this hereโs my demo reel, and Iโve also sold a small sound library to independent game developers and video editors.โ
Saying something like that, youโve proven you can do the work fine.ย Everything from there is a matter of how well you fit with the company.
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Shake Hands
The last thing I have to offer you is this โ get out and meet people.
Most of you see yourself as introverts.ย Youโre freaked out of walking into a room full (or mostly full) of people that you donโt know and getting to know them.
Again, I have a whole section of my book on step-by-step ways of going about doing this successfully.ย Here though, Iโll leave you with two things.
First, when you go to โnetworkโ, itโs much easier than you might imagine.ย Most of you hate talking about yourselves and feel like self-promotion is weird or you donโt know what to say because you donโt know anything about these other people.
Thatโs actually a huge blessing.
Instead of talking at others โ all you need to do is ask questions and listen intently.ย A few questions deep and youโll be off to the races.
Oh, and donโt start out with this: โSo what do you do?โ
Your only response to whatever they say is going to be โOh, coolโฆโย Thatโs essentially saying โThatโs nice, but I donโt really care.โ
You must be honestly interested in what they respond with.ย For example:
โHow long have you been coming here?โ
No matter what they say you can easily respond with
โOh awesome โ how did you find out about this event?โ
Which you can follow up with
โNeat!ย How have these events been helpful and beneficial to you?ย Iโm trying to find my way around.โ
Continue down the path that your conversation partner presents and ask more questions about what they have to say.ย Youโll learn a ton, and theyโll fall in love with you too!
Second, you need to be very wary and careful about what events and meetups you actually show up to.
Let me make this super clear: going to audio meetups is a great way to make friends, and a bad way to get a job.
Audio people, especially when working independently, donโt hire audio people.ย The only way to get hired by audio people is if the company is large enough, or if a friend of yours has too much work and needs to hand some off.
Instead, make sure you get to game development meetups.ย Go to meetups with independent developers, or game engine-based meetups, or game jams, or VR/AR technology meetups.ย Meet the people who donโt do what you do, because those are the people who will hire you โ they need help!
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Shameless Self-Promotion
If youโve read any of this and thought โugh, I KNOW this stuff and Iโm just not doing itโ, Iโd love it if you reached out to me.ย You will likely also find my book, Quit Aspiring, super helpful.
I wish you the best of luck on your journey, and hopefully weโll connect in the near future!
Further reading
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Breaking into game audio โ guides and resources:
โข The โQuit Aspiringโ book โ by Adam Croft
โข Applying for a job in game audio โ by Matthew Florianz
โข Freelance Game Audio: Getting Started and finding work โ by Ashton Morris
โข Yet Another Game Audio Hiring Article โ by Ariel Gross
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โข Hand-picked audio jobs on Soundlister
โข Get the weekly Audio Jobs newsletter
โข Join the Audio Jobs Facebook group
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โข Get a free profile on Soundlister
โข Upload your demos to Soundcloud
โข Upload your demos to ReelCrafter
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โข Find game audio community groups around the world
โข Find interesting audio events around the world
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โข Get an audio mentor at the Audio Mentoring Project
โข Read the 100s of sound stories and guides here on the A Sound Effect blog (search for stories here)
โข Browse Industry Data: Game Music and Sound Design Salary Survey Results
โข 10 Essential Tips for Game Audio Freelancers
โข How to Set (and Get) the Right Price for Your Audio Work
โข How to be a successful sound designer โ with Scott Gershin
โข 5 Useful Tips for Upcoming Sound Designers and Sound Editors
โข Building a successful audio post studio โ with Kate Finan and Jeff Shiffman
