Sound design feedback guide Asbjoern Andersen


How do you turn sound design feedback into creative fuel? Sound Design Supervisor Stephen Schappler gives you 9 valuable insights into that below, based on his experience and lessons learned from more than 15 years in game audio:
Written by Stephen Schappler, and republished with his kind permission
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In the fast-paced world of game development, the difference between good sound design and great sound design often comes down to the quality of feedback exchanged between team members.

After years of supervising sound designers, I’ve learned that how we communicate about creative work can either unlock extraordinary potential or inadvertently stifle innovation and enthusiasm

After years of supervising sound designers, I’ve learned that how we communicate about creative work can either unlock extraordinary potential or inadvertently stifle innovation and enthusiasm.
After trials, errors, and countless feedback sessions, I’ve developed approaches that consistently yield better results. Here are nine practical techniques that can transform how you give feedback to your team, and ultimately elevate everyone’s work:

 

Start with Context, Not Criticism

Before diving into specifics, I always take a moment to understand the landscape. It’s tempting to jump right in with immediate reactions—that explosion sounds too thin, that footstep sequence lacks weight—but a quick check-in makes all the difference.

“What were you aiming for with this piece?”

“Which elements do you feel are working, and which aren’t?”

“How does this specific game mechanic work?”

“What kind of feedback would be most helpful right now?”

These questions do more than clarify expectations; they transform the conversation from a one-sided critique into a collaborative exploration. They signal respect for the designer’s creative vision and acknowledge that they might already be aware of certain issues.

 

Match Your Method to the Maker

I’ve learned (sometimes the hard way) that feedback isn’t one-size-fits-all. Some of my team members thrive on immediate, face-to-face discussions where they can ask questions and see my reactions. Others prefer written notes they can process privately before responding.

Understanding each team member’s preferred communication style isn’t just about making feedback more palatable—it’s about making it more effective.

 

Describe Effects, Not Techniques

Perhaps the most transformative shift in my feedback approach has been moving from prescriptive instructions to descriptive guidance. Instead of saying, “Apply a high-pass filter at 150 Hz and add a low shelf with -12dB at 3 kHz,” I’ll say something like, “The underwater sequence still feels too full—can we make it feel more muffled and distant?”

Perhaps the most transformative shift in my feedback approach has been moving from prescriptive instructions to descriptive guidance

This approach accomplishes two critical things: it preserves the creative agency of the sound designer, and it keeps the focus on the emotional impact rather than technical minutiae.
It invites the designer to draw on their expertise to solve the problem, often yielding solutions more innovative than what I might have prescribed.

That said, experience level matters here. With junior sound designers who are still building their technical toolkit, I make a point to add: “If you’re not sure how to achieve this effect, I’m happy to walk you through some specific techniques.” This creates a safe space for learning without assuming everyone has the same technical foundation. I’ve found that explicitly offering technical guidance—without forcing it—helps junior team members grow while still giving them room to experiment and develop their own creative problem-solving skills.

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Practice Brevity and Focus

When I first started giving feedback, I’d try to address everything at once. I quickly learned that overwhelming someone with a laundry list of tweaks often results in none of them being addressed effectively.

When I first started giving feedback, I’d try to address everything at once. I quickly learned that overwhelming someone with a laundry list of tweaks often results in none of them being addressed effectively

Now I prioritize ruthlessly. If a piece needs substantial work, I focus on the 2-3 most critical issues that will have the greatest impact. When those are resolved, we can address more nuanced concerns in the next iteration.

Just as in sound design itself—where knowing what to leave out is as important as what to include—effective feedback requires thoughtful curation.

 

Separate the Work from the Person

“This ambience feels disconnected from the emotional arc of the scene” hits differently than “You’re not understanding the emotional requirements here.”

By focusing critique on the work rather than the person who created it, we create psychological safety that encourages risk-taking and experimentation. This isn’t just about being nice—it’s about creating an environment where innovation can flourish without fear of personal judgment.

 

Make Every Conversation Two-Way

Some of the most valuable insights emerge when feedback becomes a dialogue rather than a monologue. I regularly ask questions like:

“What were the challenges you encountered with this design?”

“What alternatives did you try before landing on this approach?”

“How do you feel about trying a different direction here?”

These questions often reveal constraints or considerations I wasn’t aware of, leading to more informed decisions and better outcomes.


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Latest releases:

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    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.
    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.

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    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

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    … 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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Need specific sound effects? Try a search below:


Close the Loop

Feedback shouldn’t disappear into the void. Following up on previous conversations—”I love how you addressed the timing issues we discussed last week”—reinforces a culture of continuous improvement and shows that you’re invested in the designer’s growth, not just the immediate deliverable.

 

Beware the Feedback Sandwich

Early in my career, I followed the “praise-criticism-praise” formula. I’ve since learned that transparent, straightforward communication builds more trust than formulaic approaches.

When designers sense you’re softening criticism with obligatory compliments, it can undermine the authenticity of both your praise and your critique

When designers sense you’re softening criticism with obligatory compliments, it can undermine the authenticity of both your praise and your critique.
Instead, I try to be genuine in acknowledging strengths while being clear and direct about what needs improvement.

 

Consider the Timeline

Feedback that arrives too late in a development or deliverable cycle can be more frustrating than helpful. “This would have been perfect if we’d gone in a completely different direction” isn’t useful feedback when milestones are looming. Being mindful of production constraints and the realistic scope for changes is part of giving responsible feedback.

 

In Conclusion: Feedback as Creative Fuel

At its best, feedback isn’t just about fixing problems—it’s about igniting possibilities. When delivered thoughtfully, it can be the catalyst that transforms good sound design into something memorable and emotionally resonant.

The goal isn’t perfection in a single iteration, but rather creating a collaborative environment where each conversation brings us closer to something extraordinary. In game development, where player experience is shaped by countless small decisions, this approach to feedback doesn’t just make for better sound—it makes for better games.

What feedback approaches have worked best in your creative teams? I’d love to hear your thoughts and experiences in the comments below.

About Stephen Schappler:

Sound Design Supervisor Stephen SchapplerStephen Schappler is an award-winning Sound Designer who has worked on acclaimed AAA titles including God of War: Ragnarök and the Mortal Kombat franchise.

He is currently a Sound Design Supervisor at PlayStation Studios, where he creates industry-leading sonic experiences. With over 15 years of experience, he remains passionate about innovation, advancing the craft, and inspiring others through positive leadership in a supportive, encouraging atmosphere. Check out his blog 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:

  • City Life Sound Effects British Sirens Play Track 48 sounds included, 12 mins total $25

    This library consists of sounds of authentic British sirens recorded during a 3 month period in London including while in Covid-19 lockdown. The sirens’ source vehicles include ambulances, police cars, and fire trucks. Recoding techniques include recording with a spaced pair of 2 DPA 4060’s in DPA BLM6000 Boundary Layer Mount with wind protection as well as following the source with Sennheiser 8060 shotgun when opportunity allowed. As a result, the library offers 48 sounds recorded in 24bit/96kHz format delivered in 64 files with a total runtime of approximately 12 minutes. The sound was edited in RX7 to remove the occasional sounds of birds.

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    Hospital Ambiance is 59 minutes/1.80 Gb of ambiance recordings from an old hospital. 24 separate files – recorded in 24bit/96kHz A-B stereo. All sounds are UCS-compatible.

    Hospital Ambiance was recorded in the rooms and corridors of the old (now defunct) Aarhus County Hospital in Aarhus, Denmark. A prominent feature is the lack of acoustical treatment in corridors and hallways, giving a rather hard and reverberant sound, which is typical of Danish public building styles of the 1930’s and 40’s.

    Elevators and automatic doors are heavy and noisy; humming and clanking as patients and staff pass through them. Electric vehicles used to move patients and supplies around inside the complex are old and not exactly noiseless either. Finally, while I did not have access to operating rooms or the like, I did get into a couple of basement corridors, where there were less people and more Hvac noise (yay!).

    In some of the recordings, faint, muffled or smeared voices can be heard. While I have removed passages with distinctly Danish words (which might also be connected with specific, recognizable persons), there is still a certain tone and pitch to the Danish language, which may come through on occasion.
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    Multi-channel, mono close, stereo room.

Explore the full, unique collection here

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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