Asbjoern Andersen


What's next for game audio? We got the chance to speak with Becky Allen - head of audio at PopCap/Electronic Arts, and keynote speaker at GameSoundCon - about just that. And here, she shares her insight on the current challenges, advancements, and future opportunities in the game audio industry:
Written by Jennifer Walden
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GameSoundCon is coming up quickly — Nov 7-8th in Los Angeles. The two-day conference explores tools and topics relevant to sound designing and composing for games, VR, and AR. This year’s keynote speaker is Becky Allen, head of audio at PopCap/Electronic Arts in Seattle, WA. She has over 20 years of experience in sound, composing and sound designing for companies like Microsoft, Soundelux Design Music Group, and PopCap Games —where she recently handled audio direction for Plants Vs. Zombies Heroes.

Allen doesn’t just simply work in the game audio industry. She also facilitates the expansion of the craft. Allen is a founding volunteer of the Audio Mentoring Project — a mentoring program in which game audio veterans use their extensive networks of contacts and industry experience to encourage the learning and development of less experienced members of the game audio industry.

Here, Allen shares her thoughts on GameSoundCon, as well as gives insight on current challenges, advancements, and opportunities in the game audio industry. Find out what she sees for the future of game audio.

 

What’s one advancement you’ve seen in game sound in the past year that you’re excited about?

Becky Allen has pink and blonde hair and sits in front of her workstationBecky Allen (BA): There’s a renewed focus on the importance of accurate 3D spatialization of audio through VR/AR and a lot of excitement around that. VR/AR is still the new frontier for audio and our fellow sound designers and creators are tackling new and interesting issues. I look forward to hearing their work as it advances.

Audio in VR/AR is a key and essential part to maintaining the illusion of a virtual world and if audio isn’t working well, the experience breaks. Because of this, we see more emphasis on the sound and its significance for this new platform.

 

What’s the biggest challenge for game audio at the moment? How do you see that resolved in the future? Tech wise, what would you want to see for game sound?

BA: Regardless of the size and scope, systems for delivering dynamic and captivating content are becoming more complex. The complexity of systems requires deeper understanding of scripting and at some points coding. These skills are becoming more important for a sound designer to develop.

Tech-wise, it’s the same that we have been developing for decades — more and better tools in the hands of the sound designers and composers. Our tools have made great advancements and we continue to drive these innovations through new ideas and creative desire.

GameSoundCon in Los Angeles, 7-8 November

Creatively, what would you like to see in the future for game sound?

BA: With the increased amount of data collection that we now see coming from gameplay, we are able to craft individual experiences for each player on a finer level. We can drive unique experiences for each player that is different, believable and compelling each time — much like our real-world experience. Creatively this opens up many possibilities for designers in all areas: sound design, music design, and voice.

 

You’re the first female keynote speaker at GameSoundCon. Can you tell us a little about that conference and why you would recommend it to your peers and newcomers to the industry?

BA: GameSoundCon (Nov 7 – 8, in Los Angeles) is a conference specifically for audio people. It’s a great conference to learn about new tools, share skills and knowledge, and also to network.

This is a smaller conference than GDC, which is wonderful but can be overwhelming. At this conference, you have more quality time with the participants and can really dig into deeper topics and have more substantial connections with individuals.

Also, to acknowledge your statement above, yes, I am delighted to be the first female keynote speaker and I hope the first of many.


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


Trending right now:

  • Environments & Ambiences Rustling Winds Play Track 43 sounds included, 108 mins total $41.30

    Rustling Winds captures the many nuances of wind as it moves through fields, grasslands, forests, and dense shrubs.

    You’ll hear soft breezes brushing through tall bamboo, strong gusts sweeping across wheat and cornfields, leaves rustling high in forest canopies, and frozen branches creaking in the winter cold. Each recording reveals a different texture shaped by its environment.

    Recorded in multiple countries using various microphone setups, and delivered in both stereo and surround, this library offers a rich variety of natural winds in vegetation.

    ‍Vegetation Types

    Cornfield • Wheat field • Bamboo • Frozen branches • Dry & green grass • Palm tree • Dead pine • Eucalyptus • Bushes • Ferns • Poplar • Beech • Kauri • Raupo reeds • Alpine forest • Deciduous & coniferous forest


    ‍Stereo and Surround

    Recorded with multiple microphone setups, this library is delivered in 5.0 (L/R/C/Ls/Rs) and Stereo.
    43 Stereo files + 10 Surround files


    Gear used

    Zoom F3 • Zoom F6 • MixPre-6 II • Usi Pro • MKH30 • MKH8040 • H1n • mikroUsi • NT-SF1


    Metadata

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

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  • Metal Sound Effects Moving Ship’s Steps Play Track 26 sounds included, 8 mins total $6

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  • ‘Ice Skating’ is a very comprehensive library of 1000 audio files from the realm of ice skating.

    It encompasses a broad variety of sounds using different skating techniques and features many ice skating activities such as hockey games, figure skating, free skating and more.

    Most of the recordings have been made in an outdoor setting to reduce reverberations.

    Almost all of the sounds were recorded using a M/S technique with AKG C-414 and Rode Nt5, and Sound Devices mixPre.

    This library presents unique focused sounds that have been edited meticulously making them easier to integrate in any audiovisual project or interactive program.

    The rare distinctive quality of these recordings also allows them to be a base for
    any sound experimentation through a creative process; and can be layered with other sounds or treated in order to produce interesting sound design.

    A couple of Ambiences are also included in the library. These are ORTF stereo recordings of outdoors/indoors skating.

    Like every other sound library from Articulated Sounds, the files are embedded with metadatas (Soundminer/iXML/XMP/BWAV/ID3).

  • Creature Sound Effects WINGS Play Track 1444+ sounds included From: $99

    We are extremely proud to present our first library, WINGS – a one-of-a-kind sound library.

    From tiny insects to small birds, from fairies to dragons, WINGS offers a creative palette with a diverse range of sounds to choose from.

    With over 1400 files (more than 4 GB for the 192 kHz version ) we’re confident you will find the perfect sound.

    When purchasing WINGS you get 2 packs, our Design category that includes 180 files and the Source category that offers more than 1200 sounds. Featuring the very best of our foley sessions.

    All single flaps have been careful edited, allowing for unique speed or rate adjustments.

    Pick your preferred version at the introductory prices below:


Latest releases:

  • Delirium is a sound effects toolkit, lovingly prepared to accompany your unique and personal descent into madness. Bask in the radiance of wobbling washes of muffled screams, or perhaps some swaying, spiralling tones that make you feel dizzy and nauseous!

    Designed primarily using Madrona Labs SUMU, Delirium is perfect for creating tension-filled atmospheres, hypnotic trances, dream sequences, hallucinations and generally unusual, other-worldly situations. Wavering drones that are writhing and moving, fragmented vocal splinters of what used to be human voices before they were dragged into the void, static bursts of interference from a long forgotten transmission that should never have been found… that sort of thing.

    It does cover some areas that are more grounded in the real world (Comms Static, UI Glitches), but the majority of stuff in here is proudly un-tethered from reality.

    The library is broken down into the following categories and sub categories as part of its comprehensive UCS metadata.

    • COMMUNICATIONS: Static, Telemetry – Scrambled, Lofi, Glitch
    • DESIGNED: Distortion, Drone, Eerie, Ethereal, Granular, Rhythmic, Rumble, Synthetic, Tonal, Vocal, Whoosh – Bubbling, Clicks, Demonic, Energy, Evolving, Fizzing, Gloopy, Gritty, Hissing, Metallic, Movement, Muffled, Neutral, Pulsing, Rattling, Riser, Robotic, Scrambled, Spinning, Static, Steady, Submerged, Sweeteners, Swells, Synth, Texture, Throbbing, Tonal, Watery
    • MAGIC: Shimmer, Spell – Fragments, Metallic, Movement, Steady, Swells, Tonal, Vocal
    • SCIFI: Energy – Evolving, Movement, Riser, Steady, Surges, Swells, Texture
    • USER INTERFACE: Data, Glitch, MotionGritty, Malfunction, Movement, Smooth, Watery, Gestures

    The sounds of Delirium will allow you to travel to weird, wonderful and sometimes unpleasant places with your sonic creations whilst maintaining subtlety and versatility. They are layers waiting to be interwoven, a bag of choice ingredients, a palette of strange colours. Go forth and paint!!!

    Artwork by Jeff at Freakshow Industries.

  • Step into a world of spells, mysticism, and creative power with Spells Variations Vol. 2, the follow-up to our acclaimed magical sound collection. This time, we’ve expanded the elemental and thematic range, offering 405 professionally crafted sound effects that are fully categorized and ready to use.
    Inside, you’ll find a wide variety of magical types:
    🔥 Fire
    💧 Water
    🌪️ Air
    🌍 Earth
    Electricity
    ❄️ Ice
    ☠️ Poison, Mud, Rocks
    ✨ As well as Arcane, Dark, Monstrous, and other mystical spell types.

    Each category is organized into individual folders, with multiple variations for every spell, giving you complete flexibility to choose the perfect sound for each moment, All this makes a total of 44 different spells.
    Just like in Volume 1, every sound in this collection was recorded, edited, and mastered at 192 kHz / 24-bit, ensuring top-tier quality and adaptability—perfect for professional sound designers or anyone looking for drag-and-drop magical effects for games, trailers, animations, or any audio-visual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    – Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – 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

    Features
    – 405 spell sounds
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 22:26

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  • Animal Sound Effects Steller Sea Lions Play Track 24+ sounds included, 17 mins total $38

    Steller Sea Lions
    The Steller Sea Lions library is a mini library of stereo recordings from an expedition up the coast of Vancouver Island. In this library you will find a variety of vocalizations from a colony of over 200 Steller Sea Lions.
    It’s everything you’d need for any linear or game media.

    The Herring spawn (or Herring run) happens every spring along eastern Vancouver Island. Adult Pacific Herring congregate in huge numbers along the coastal shorelines.
    This brings an abundance of wildlife to the coastal areas of Vancouver Island.

    Keywords: BARKING, BARK, BREATH, GURGAL, SPUTTER, EXHALE, GROAN, GUTTURAL, SNORT, BELCHES, ROAR, BLEATS
    ZAP Library - Steller Sea Lions
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    Raw Recordings

    Our raw shots features a total of 20 channels including 10 Stereo sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of a stereo A/B pair of Neumann KMR81i mts which are placed on both the left and right of the gun. All of the foley has been recorded at 192kHz for extreme processing workflows.

    Designed Mixes

    Created from the ground up we’ve designed a collection of game-ready mixes for your next project. If you are creating your own custom weapons system and would like to use our designed mixes in your project, you can use our no-tail options which are our realistic designed mixes without our tail layers. Just drag, and drop.

    UCS compatible metadata embedded

    All files contain extensive metadata to provide you with the fastest and easiest workflow possible. Metadata can be read and processed by audio management tools. Some digital audio workstations feature an included search tool that can also read embedded metadata.

  • 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.

Need specific sound effects? Try a search below:


How is the game sound industry preparing for/handling the VR format (workflow, tools, staff skills)?

BA: I am not currently working in VR so I do not have first-hand experience with this. However, companies are emerging with new tools, new headphones, and new ways of listening. I find it intriguing that people are finding audio acoustic programs (Masters and PhD level) with an emphasis in psychoacoustics. Some of these students coming out of school with this knowledge now have a place to apply their education where perhaps before that wasn’t quite possible.

 

What opportunities do you hope VR will offer game sound pros?

BA: With the emphasis on the immersive experience being more pronounced, there are many opportunities for sound designers, in particular, to find a footing here.

More insights on the future of game audio:

 
Want to know more about what awaits in game audio? Be sure to check out the interviews with former Rockstar North audio director Matthew Smith here, and senior audio director/sound designer Ben Minto at EA DICE here.

Beyond VR and AR, any other major trends you’re seeing?

BA: Yes, culturally I see that corporations are now discussing and developing programs addressing gender gaps and diversity. I’m really happy to see these changes happening and being addressed.

However, change happens on all levels – individual to individual, within team groups at work, etc. True change of this kind is something that has to be looked at systemically as well as based on individual effort. I hope that we will continue to address the issues through discussion, initiatives, and conference roundtables, etc., until balance is attained (yes… an idealist!).

 

For game audio pros, how do you see the landscape changing in terms of job opportunities, must-have skills, platforms to focus on etc?

BA: The deeper and more complex systems that are being developed on all platforms suggest that sound designers, or any in-house audio person, have skills in scripting and coding as it applies to implementation. Knowledge in Python scripting, XML, and C++ are helpful but not currently considered a requirement. These skills and a person’s ability to “problem solve” through technological solutions and tool building are areas for growth and ways for young designers to focus and find more opportunity.

 

Do you have any advice for the next generation of game sound professionals? What should they be prepared for if they’re entering the industry in the next year?

BA: Immerse yourself in networking with local communities and connecting with other working professionals. You will find it a friendly and encouraging community. No need to be discouraged if you go to just one meet-up and nothing material seems to happen. Keep going and introduce yourself multiple times. The people in the industry remember when an individual continues to show up to networking events. It shows commitment and tenacity. People are prone to help individuals after they have seen you over the course of many networking events.

A big thanks to Becky Allen for all her great advice – and to Jennifer Walden for the interview!

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
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:

  • Metal Core Alliance is a library created to bring colossal machines, futuristic metallic environments, and large-scale robots to life. Ideal for video games, film, or any project requiring high-impact mechanical sound design.

    In this collection, you’ll find 613 high-resolution (192 kHz / 24-bit) sounds carefully designed and organized into categories for easy creative use:
    🔹Auto Deployment Unit
    🔹Biotitan
    🔹Bionic Spike Rotator
    🔹Brutal Metal Assembly
    🔹Malfunctioning Unit
    🔹Mech (robots, mechas, and more)
    🔹Mechanical Shrinking Gear
    🔹Mechanical Shrinking Pillar
    🔹Sci-Fi Doors (locks, heavy, sliding…)
    🔹Turrets
    🔹 Whoosh (cyber, mech, robotic…)
    🔹Bonus 🎁

    Each category was created with those gigantic mechanisms we see in so many science fiction movies and video games in mind. To achieve this, we used real recordings of heavy machinery, metals, and industrial textures that add authenticity and power.

    All sounds have been recorded and edited at 192 kHz – 96 kHz / 32-24 bits, and are delivered in 192 kHz / 24 bits, allowing them to be stretched, distorted, slowed down, or manipulated without losing quality or detail.

    Metal Core Alliance is not just a library: it’s a versatile, creative, and brutally powerful sound design kit, designed to shape mechanical worlds with their own unique personality.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding Robots, Machines, Gears, etc…[Use them again & again]
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 613 sounds
    – Number of Audio Waves: 613
    – Format: 192KHz / 24 bits
    – Do Sound FX loop: Yes
    – Win/Mac: Yes
    – Minutes of audio provided: 25 minutes

  • The Demonic Pigs audio library features 12 terrifying pig creature squeals, perfect for any horror film or game that is sure to strike fear into your audience.

  • Enter the realm of fantasy, where mythical creatures roam and legends come to life in a symphony of imagination. From the lumbering footsteps of trolls to the haunting moans of zombies, each sound captures the essence of otherworldly beings. Experience the mischievous cackles of goblins and the eerie calls of giant insects echoing through enchanted forests. Whether it’s the ominous presence of a kraken beneath the waves or the skeletal rattles of undead skeletons, these sounds transport listeners to a realm where magic and mystery reign supreme.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Delirium is a sound effects toolkit, lovingly prepared to accompany your unique and personal descent into madness. Bask in the radiance of wobbling washes of muffled screams, or perhaps some swaying, spiralling tones that make you feel dizzy and nauseous!

    Designed primarily using Madrona Labs SUMU, Delirium is perfect for creating tension-filled atmospheres, hypnotic trances, dream sequences, hallucinations and generally unusual, other-worldly situations. Wavering drones that are writhing and moving, fragmented vocal splinters of what used to be human voices before they were dragged into the void, static bursts of interference from a long forgotten transmission that should never have been found… that sort of thing.

    It does cover some areas that are more grounded in the real world (Comms Static, UI Glitches), but the majority of stuff in here is proudly un-tethered from reality.

    The library is broken down into the following categories and sub categories as part of its comprehensive UCS metadata.

    • COMMUNICATIONS: Static, Telemetry – Scrambled, Lofi, Glitch
    • DESIGNED: Distortion, Drone, Eerie, Ethereal, Granular, Rhythmic, Rumble, Synthetic, Tonal, Vocal, Whoosh – Bubbling, Clicks, Demonic, Energy, Evolving, Fizzing, Gloopy, Gritty, Hissing, Metallic, Movement, Muffled, Neutral, Pulsing, Rattling, Riser, Robotic, Scrambled, Spinning, Static, Steady, Submerged, Sweeteners, Swells, Synth, Texture, Throbbing, Tonal, Watery
    • MAGIC: Shimmer, Spell – Fragments, Metallic, Movement, Steady, Swells, Tonal, Vocal
    • SCIFI: Energy – Evolving, Movement, Riser, Steady, Surges, Swells, Texture
    • USER INTERFACE: Data, Glitch, MotionGritty, Malfunction, Movement, Smooth, Watery, Gestures

    The sounds of Delirium will allow you to travel to weird, wonderful and sometimes unpleasant places with your sonic creations whilst maintaining subtlety and versatility. They are layers waiting to be interwoven, a bag of choice ingredients, a palette of strange colours. Go forth and paint!!!

    Artwork by Jeff at Freakshow Industries.

  • Step into a world of spells, mysticism, and creative power with Spells Variations Vol. 2, the follow-up to our acclaimed magical sound collection. This time, we’ve expanded the elemental and thematic range, offering 405 professionally crafted sound effects that are fully categorized and ready to use.
    Inside, you’ll find a wide variety of magical types:
    🔥 Fire
    💧 Water
    🌪️ Air
    🌍 Earth
    Electricity
    ❄️ Ice
    ☠️ Poison, Mud, Rocks
    ✨ As well as Arcane, Dark, Monstrous, and other mystical spell types.

    Each category is organized into individual folders, with multiple variations for every spell, giving you complete flexibility to choose the perfect sound for each moment, All this makes a total of 44 different spells.
    Just like in Volume 1, every sound in this collection was recorded, edited, and mastered at 192 kHz / 24-bit, ensuring top-tier quality and adaptability—perfect for professional sound designers or anyone looking for drag-and-drop magical effects for games, trailers, animations, or any audio-visual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    – Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – 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

    Features
    – 405 spell sounds
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 22:26

    18 %
    OFF
  • Animal Sound Effects Steller Sea Lions Play Track 24+ sounds included, 17 mins total $38

    Steller Sea Lions
    The Steller Sea Lions library is a mini library of stereo recordings from an expedition up the coast of Vancouver Island. In this library you will find a variety of vocalizations from a colony of over 200 Steller Sea Lions.
    It’s everything you’d need for any linear or game media.

    The Herring spawn (or Herring run) happens every spring along eastern Vancouver Island. Adult Pacific Herring congregate in huge numbers along the coastal shorelines.
    This brings an abundance of wildlife to the coastal areas of Vancouver Island.

    Keywords: BARKING, BARK, BREATH, GURGAL, SPUTTER, EXHALE, GROAN, GUTTURAL, SNORT, BELCHES, ROAR, BLEATS
    ZAP Library - Steller Sea Lions
    16 %
    OFF
  • The Master Gun Ultimax 100 Sound Effects library is recorded using a large array of various microphone configurations, we recorded shots from several distances in an open shooting range in the Nevada Desert.

    Raw Recordings

    Our raw shots features a total of 20 channels including 10 Stereo sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of a stereo A/B pair of Neumann KMR81i mts which are placed on both the left and right of the gun. All of the foley has been recorded at 192kHz for extreme processing workflows.

    Designed Mixes

    Created from the ground up we’ve designed a collection of game-ready mixes for your next project. If you are creating your own custom weapons system and would like to use our designed mixes in your project, you can use our no-tail options which are our realistic designed mixes without our tail layers. Just drag, and drop.

    UCS compatible metadata embedded

    All files contain extensive metadata to provide you with the fastest and easiest workflow possible. Metadata can be read and processed by audio management tools. Some digital audio workstations feature an included search tool that can also read embedded metadata.

  • 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.


   

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