Asbjoern Andersen


Michael Theiler and the team at Kpow Sounds have done game audio for titles such as L.A. Noire and The Banner Saga. About a year ago, they decided to create their own sound effect libraries – an experience that proved far more challenging than expected. But today, they’ve got two brand-new libraries out – and here’s how they went from the initial idea to the final products:
 

Creating sounds is fun. It’s a joy, a creative process that sees you learning everyday while exercising your creativity.

Like many disciplines, it rewards effort and practice with new skills, faster workflow, and an ever expanding horizon of possibilities. I love it, I do it pretty much every day, therefore creating sounds as part of a sound library seemed a logical move.

I’d thought about it for years, but hadn’t actually put anything together. The decision to go for it came about a year ago now.

Twelve or so months to go from “let’s make sound libraries and sell them!” to actually having anything worth selling. It was something I didn’t take lightly, and was definitely a journey.

Part of the reason for the time taken to get to this point is that there already exists a wealth of amazing independent sound effect libraries out there that are doing a great job at providing quality, useful sounds. Guys such as Tim Prebble, Frank Bry, Paul Virostek, Stephan Schutze, the guys at Echo Collective, there are too many to list.

They all provide quality sounds, well edited, named and organised and professionally promoted. Joining these guys requires considerable effort to present similar high quality work.

Because there are so many already doing it, there are less useful things yet to be recorded. You need to be creative, or unusually perceptive in figuring out what sound post professionals might need.

I would sometimes find an area where sound effects libraries were lean or didn’t exist

For me working on so many varied game audio projects meant I had to provide incredibly varied sound design, and I would sometimes find an area where sound effects libraries were lean or didn’t exist.

I would note these for the future.

But I still felt a little insecure putting myself in the presence of those guys, knowing the level of quality I would need to provide.

Also, figuring out what sounds to create is only part of the problem, and probably one of the more ‘fun’ issues you will face. Next comes the hard graft.
 

Testing the waters

I tested the waters by creating a user interface collection for Unity users as my first experiment in sound effect library creation.. In hindsight I think over-complicated it.

The UI Collection is made up of 14 separate sound packs. Each contains sounds that sit together nicely, and each contains various types of ‘enter’ ‘select’ ‘scroll’ ‘back’ and ‘error’ sounds. Each sound also has subtle variations for replayability.

My thinking was that this would give an efficient way of quickly providing a cohesive User Interface experience with all the required sounds sitting well together, ready for implementation.

Seemed like a good idea. But the amount of editing, cataloging, exporting, file-naming was incredible.

Protools

A ProTools session containing just the audio files used for the previews for the UI soundpacks

Keeping everything consistent and labelled in such a way that it was obvious what sounds fitted where, what their functions were, and including variations and different sounds with the same function. A nightmare. I got through it, and learned a huge amount in the process.

I will be adding the library to the available libraries as I hope people will find use for it, but I think the pain in creating it overshadows its usefulness. I guess the market will decide!
 

Time for fun

With that project wrapped, the next I tackled and our first release was the Toots & Squeaks collection. As we have been working on a number of children’s games for iOS, we’ve needed fun, sometimes comedic, sometimes just accents, or descriptive vertical and horizontal type sounds.

I had a difficult time sourcing them, so these sounds became our first library.

Tools of the trade

Tools of the trade

Consisting of toy whistles, squeeze toys, slide whistle and melody pops, and a variety of horns, the intention was to create a great palette of highlights, punctuations and accents that I would have liked to have found in a library when working on these games.

I was a lot more prepared for the task ahead with this library. I knew I had to be organised, consistent, and well-planned in order to present something at a level required to compete in this market.

Each recording session I set up in the same way, with the tracks all being fed from the same mics to the same channels.

I would dump, edit and label the recording sessions before booking the next one. This made a big difference to my workflow. It doesn’t sound like much, but I get a bit crazy and single-minded and probably a bit manic when I have a mountain of boring, menial work to get through.

Exporting and naming files is for me just that. But it is important – really important. It has to be done right.

So splitting it up into the smallest, most manageable chunks works really well for me. Being consistent with the file-naming and metadata is also very important. It took a few goes for me to figure out a system.

If anyone is about to attempt it, have a plan, then go through adding all your metadata, but be mentally prepared to go back and edit up your early work.

Often a good system doesn’t really present itself till a quarter or a third of the way through all the files.

This could just be me, others may be better at organising and compartmentalising, but I found I would need to go back and redo a lot of my work to be sure it all felt consistent enough for release.

There was a great sense of relief having completed all that, but then the next step is just as important – the packaging.
 

Preparing to ship

I used WinRAR to compress the libraries, as it gets far better compression than zipping achieved. I created sample files that can be compressed to mp3 to help people decide whether the library is right for them.

Some of the people creating sound libraries use videos, and I think this can create more buzz and be more accessible for a lot of people thinking of buying the library.

It is something that I would like to do in the future, but right now I have no way of creating high quality footage, and anything but high quality material would cheapen the product, so I decided to stay with mp3 files for previews. I hope this provides a level of preview people are happy with.

If you have the means, planning video capture of your recording session into your workflow would be hugely beneficial later on in the shopfront, preview and promo phases.


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


Trending right now:

  • Uncategorized Overkill – Gore And Splatter Play Track 3390 sounds included, 160 mins total $149

    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files. Whether you’re designing subtle, skin-crawling tension or full-blown splatter mayhem, Overkill gives you the raw, visceral tools to cover the entire spectrum of gore – from nuanced realism to over-the-top brutality.

     

    DESIGN KIT (360 Sounds – 60 Files)

    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

    BUILDING BLOCKS (384 Sounds – 64 Files)

    The goal behind our Building Blocks is to provide pre-designed sound layers that streamline your workflow. We’ve created straightforward, easy-to-use categories that let you quickly build new sounds or enhance your own designs.

    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

    CONSTRUCTION KIT (2653 Sounds – 483 Files)

    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
  • Destruction & Impact Sounds Metamorphosis Play Track 2328 sounds included $190

    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • Game Audio Packs - Game Sound Effects Libraries Retro Game Play Track 502 sounds included, 31 mins total $39.20

    Go (game audio) retro with all the classic 8-bit Arcade Game sound effects! Retro Game is here to offer you the ultimate sonic stockpile to turn your old school 80’s vintage production or idea to life! Over 500 game ready audio assets, over 30 minutes of pure 8-Bit epic-ness!

    20 %
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  • Looking to add some retro game flavor to your project? The Retro Game library delivers a host of old-school, 8-bit sounding sound effects, including beeps, bleeps, explosions, footsteps, UI sounds, hit and damage sounds, jumps, status and weapon sounds. And they all sound like they came straight out of an old arcade game.

    A total of 656 sounds are included, ready to add that retro feel to your next project.

    50 %
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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.

    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 %
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  • 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 %
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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.

    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.

Need specific sound effects? Try a search below:


Setting up shop

The shopfront and selling the libraries phase is currently where I find myself.

At first it was fairly daunting. Deciding on the correct method of delivery is difficult. I found a solution that works for me. It’s locally based so can deliver funds direct to our bank account, it uses Amazon’s S3 storage, so should be quick for people downloading, and payment can be made in a few convenient ways.

It’s called Selz, but as I say, its based locally to me, so may not be the best option for everyone. Do your research, there are many options out there.

The Kpow Sounds ShopFor me the important aspects where allowing for PayPal but also having non PayPal options, having storage and download of digital goods as part of the package, and having a clean and neat look.

Being relatively simple to setup was also an important element.

All that’s left now is getting my libraries known to as many people as possible. It’s hard to say how effective one can be at this. I’ve built up some networks already, so am certainly not coming into this dry.

I know that the game audio and sound post networks are very supportive and are lovely people, so I am pretty sure I’ll be able to get the word out and connect with the people who could use the libraries I create.

I hope this has been some help to those thinking of also embarking on a similar journey. So far it has been a rewarding experience.

 

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Thanks a lot to Michael Theiler for sharing the story! Meet him and the team on Twitter and check out the brand new sound effect libraries below:

  • You get 1,074 individual sounds, in 14 separate soundpacks containing variations on all the sounds.

    Included are all commonly required sounds needed for a comprehensive UI experience.

  • Industrial Ambiences – perfect for realistic industrial settings, adjacent to factories, dockyards, warehouses. Subtle intricate backgrounds, eerie man-made areas and horror ambiences. All files at least four minutes in length.

    Industrial Disquiet highlights:

    • 53 Tracks Total (25 Day time Tracks, 28 Night time Tracks)
    • High Resolution Photographs of Recording Locations Included
    • Thorough UCS compatible metadata included in all files
    • All tracks recorded and edited at 24bit, 96kHz
    • Each Track around 4 Minutes in Length
    • 6.9 GB compressed download, 7.5 GB uncompressed

  • This library consists of hundreds of performances (581 files total) of toy whistles, clown and bicycle horns, slide whistles, melody pops, party blowers and squeeze toys most with distant and near recording variations.

    UCS compatible Metadata has been meticulously redone ensuring searches are no longer bloated with unnecessary results, and the amount of fun is instantly forefronted in your searches.

    Toots & Sqeaks highlights:

    • 581 broadcast wave files
    • All at 24 bit, 96kHz
    • 4.81 uncompressed gigabytes of audio data
    • Most takes include stereo, mono and distant microphone perspectives
    • Metadata carefully added to each audio file ready for efficient searching



 
 
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