Game Audio Opportunties Asbjoern Andersen


Game audio guru Damian Kastbauer reflects on the road ahead for the audio community, and the challenges and opportunities it offers:
Written by Damian Kastbauer
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Reality. Nothing brings you closer to the shared dream of life than the change experienced by a group of people. Mass change propels us into the moment, faced with the realization that we are not alone. While personal change can often be an internal experience operating on a level just-under-the-surface of acknowledgement or realization, the mechanism of change among a group of people brings a shared awareness that must be faced together. 

The cancellation of this year’s Game Developers Conference was a strong indication of what has transpired in the wake of the pandemic. The continued isolating measures bring many things into sharp focus, including issues present in our global game development environment. We are a community distributed across all countries and walks of life, united by a passion for creating experiences that connect people with a form of expression.

We are a community distributed across all countries and walks of life, united by a passion for creating experiences that connect people with a form of expression

These experiences can be singular, collaborative, cooperative, educational, and ultimately shared.

This interactive art form extends beyond the walls of our homes, across borders, and subverts an easy understanding of the impact it can have on people’s lives as a form of “entertainment”, especially during crises of one kind or another.

 

The Power of Perspective

As an artistic expression it is inevitable that games will continue to grow and represent the myriad of possibilities channeled through the medium. Over time, this opportunity to engender different perspectives from diverse authorship will expand to encompass connections with people who can appreciate these different points of view. An interesting play on Andy Warhol’s famous quote “In the future, everyone will be world famous for 15 minutes” recently posited instead that “In the future, everyone will be famous for 15 people in the world”, which is to imagine that for the output of any artist, a small and passionate audience will exist.

These games, made as a form of expression, have the ability to help prepare folks for change by surfacing issues and perspectives through the lens of play in a way that can make these ideas uniquely attractive. 

These games, made as a form of expression, have the ability to help prepare folks for change

Whether it’s empathy invoked towards the vanishing titans in Shadow of the Colossus, the recurring moral/ ethical decisions of Bioshock, or reconciling the hardships of That Dragon, Cancer, there is a power in engaging with these stories in a way that is different than passive entertainment. The simple expression of sacred geometry in Engare, the sublime beauty of visual storytelling in Gorogoa, and the boundless joy of Proteus, each have a chance at framing life outside the screen. Their contribution to the format can help us cope, understand, and process the changes around and within us. Additionally, the ability of VR to place oneself in somebody else’s shoes has enabled a horrific reenactment of WW1 in the location-based War Remains, and placed you at the center of a nighttime border crossing in Carne y arena. Both experiences underline the power of the medium. These singular moments can bring both internal and external change in the way we view and experience life.

 

Game Audio Change Agents

As sonic artists, our role in game development is as a piece of the larger whole. We are a collaborator and contributor with equal opportunity to communicate the intentions and creative vision. We help blur the lines of immersion by providing an aural component to the visual. We are everywhere and nowhere in the context of interaction, as our frequencies unfold unseen through time. We speak to parts of the brain in whispers that enmesh sound expressions deeply within the entire experience. We have tools at our disposal to engage, absorb, and reflect the dramas unfolding on-screen and across the globe in an immaterial way when opportunities are presented or leveraged. 

It becomes clear at some point, either as part of an audio team or as the sole audio contributor, that advocacy within the larger game development team is key to the successful execution of sound ideas and implementation. You are always bumping up against other disciplines and their workflows, oftentimes leveraging their hard work in order to add sound. Think of the hours of work from the art team that go into animating a walk cycle and the process of tagging footstep sounds by hand (and the process of re-conforming those sound tags when/ if the timing changes).

Advocacy within the larger game development team is key to the successful execution of sound ideas and implementation

Now imagine you want to create an automated solution that plays a footstep sound when the toe and heel of the skeleton break the physics ground-plane. It’s something that has been achieved by a handful of developers, but requires collaboration across the art, programming, physics, and audio teams. 

The work involved with pulling off a cross-discipline collaboration at this scale requires daily care-and-handling of your interpersonal interactions. How you present our audio craft as something worth the investment, while also respecting the impact it will have on others pipelines, is something that must be illustrated and reinforced over time. While finding these opportunities to improve technology and fidelity help gain ground towards minimizing redundant or less creative workflows, there are other ways to wield this good will and respect.


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


Trending right now:

  • Introducing MOTION GRAPHICS, a complete Motion Graphics sound effects library from SoundMorph!

    Motion Graphics focuses on all the elements you might need for sound design on a trailer, a cinematic scene or a visual that is heavy with motion graphics, whether it be abstract or straight forward, Motion Graphics has all the elements and textures you could think of. Motion Graphics are something all of us sound designers run into at one point or another, so this library is an excellent addition to your sound effects tool box.

    Motion Graphics was created by and in collaboration with sound designer Rostislav Trifonov (SoundMorph Elemental library contributor).

    Motion Graphics features 650 24bit/96 kHz .wav files, all meticulously embedded with Soundminer & Basehead metadata.

    The library features:

    • 450 + designed sound effects
    • 190 + source audio files
    • Whooshes
    • Impacts
    • Risers
    • Stingers
    • Low end and Sub Bass
    • Impulse Responses
    • Passbys
    • Textures – noise, grit, glitch
    • Ambiences
    • Buttons and Clicks
    • Mechanical Elements
    • Granular effects
    91 %
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  • Modular UI is an advanced user interface library designed by world-renowned sound designer and musician Richard Devine.

    Designed and sourced entirely from Richard Devine’s personal and exclusive Eurorack modular synths and processors collection, the Modular UI soundpack combines the retro, clean sound of analog with the futuristic tech of the new wave of advanced analog and digital synthesis from modular synths, evoking flashbacks of iconic sound design heard in both classic and modern sci-fi films.

    The Modular UI soundpack gives you access to sounds created by one of the masters of modular synths and sound design, and is sourced from equipment that would take a lifetime to purchase and assemble, giving an incredible value to this soundpack both artistically and financially.

    Utilizing many Eurorack modules that have not yet been released to the public and containing samples equally suited to sound designers and electronic musicians alike, Modular UI is in a class by itself!

    91 %
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  • Bloody Nightmare is a modern horror cinematic library aimed at the most cutting edge bone chilling productions out there.

    Whether you work in sound design, as a composer, trailer editor or as an electronic musician, Bloody Nightmare is a valuable new wave of Horror sounds that will surely cause visceral moments of terror and dread!

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  • Strident and Demonic

    Expand the timbre of your horror violins and cellos with CIRCUS, a sinister sample pack featuring 180 WAV sounds of screeching or high-pitched string noises, perfect for horror music and dark sound design.

    Creative Tension

    This collection offers a curated selection of screeches, high-tension tremolo, heavy jeté strokes, dark demonic textures, finger patterns, chaotic string elements, clock loops and bow accents.

    Haunting and Experimental

    Create haunting atmospheres, perfect for horror, thriller or experimental soundtracks. Every element has been designed to unsettle and disturb, blurring the line between music and noise.

    80 %
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    Ends 1761951599

Latest releases:

  • Kawaii UI Bundle is the ultimate bundle for cute user interface sounds.
    In this Bundle you get both volumes of our Kawaii UI libraries.
    Kawaii UI + Kawaii UI 2

    These libraries provide an adorable blend of cute, satisfying interface sounds, crafted to enhance user experience and feedback.
    Bring your games and apps to life with the Kawaii UI Bundle.

    It’s ideal for creating joyful menus, delightful HUDs, playful navigation and notifications, engaging pop-ups, and expressive text.

    Kawaii UI Trailer
    Kawaii UI 2 Trailer

    The source recordings inside are a treasure trove of physical button presses, clicks, pops, taps, mouth sounds, toks, shakers, general synthesised UI sounds, FM bells and telemetry style sounds.. Kawaii UI Bundle provides you with the essential building blocks to craft your own distinctive designs.  Combining these elements gives sound designers a robust sonic palette to create new UI sounds.

    13 %
    OFF
  • Vegetation Footsteps is a detailed collection of footwear and movement variations recorded on dry leaves and forest floor textures. Featuring walk, run, sprint, scuff, pivot, and single step actions, this library captures the nuanced crunch and rustle of layered vegetation underfoot. With performances in sport shoes, sandals, leather shoes, high heels, and barefoot, each sound is designed for realistic character movement across natural environments. Ideal for games, film, and animation, Vegetation Footsteps offers clean, focused assets for building immersive terrain interaction.

  • A collection of 135 potion sound effects.

  • A collection of 140 individual power up ability sound effects.

  • A collection of 103 bowling sound effects.

Need specific sound effects? Try a search below:


Opportunities to Advocate

Imagine challenging the current “default male” player character paradigm by taking the lead on building the ability to change: gender dialog, vocalizations, and Foley materials into the audio system during pre-production. Today’s middleware tools make it easy to establish dynamic and flexible implementation from the start. Arriving first with an audio system in place (game parameters, states & switches, naming standards, asset management) can help drive the conversation early on as decisions are being made on the game engine and design side. 

Other current examples of the influence that audio can have in the way that a game is perceived include: the successful marriage of gameplay driven exertion vocalizations in the most recent Spider Man brings depth to the character and a reminder that, beneath the mask, Peter Parker is still human after all. Also, Bringing Greek voice actors to the game Assassins Creed Odyssey not only succeeds at more accurately portraying the culture and story of ancient Greece but also in representation for some: “Maybe it takes something like a video game, a thing you were just playing for fun, to make you realize unexpectedly that you could relate better than you thought you could all along.” More simply, audio sublimely supporting the underlying message of connection in Death Stranding. Sound and all of its aspects align to play a pivotal role in helping to deliver on these subtle subversions of what could have been far shallower experiences. 

Sound and all of its aspects align to play a pivotal role in helping to deliver on these subtle subversions of what could have been far shallower experiences

By presenting diverse player choices, gaining visibility for the different ways that people play, and challenging assumptions, we have the ability to touch all people. It can help inform the way that people view their reality, understand the changing landscape of terminology, and present alternate perspectives of circumstance. Towards these goals we can create opportunities to advocate for these issues and weave them into the fabric of what we contribute.. As collaborators, as audio specialists, as game developers, we can be agents of change.

 

Linked in a Revolutionary Spiral

Looking forward to the year ahead, there are questions about what shape the world we live in will take. What contribution can we make to support each other during the challenges ahead? How does our effort each day contribute to stability and balance amidst the turmoil of global change? In what way does our creative output help frame peoples’ experiences? Are games simply a pure form of distraction and escapism or can they also allow for these larger questions to be answered? How do we, as a community, aid in the understanding of and help bridge the gap between our differences?

Moving forward from here, it feels vital that we find ways to support each other towards a shared goal of education, advocacy, and compassion: Education about the role of audio in games, advocacy for our craft and its dynamic potential and most of all, compassion for all lives. We are linked in a revolutionary spiral facing the changes of today, together.

This article doesn’t offer any easy answers. It barely speaks to the question of “why” we should even try. But if this sentiment has reached you, look for ways to increase your understanding of the people that surround you and feed this understanding back into your work.

Moving forward from here, it feels vital that we find ways to support each other towards a shared goal of education, advocacy, and compassion

Practice tolerance, empathy, and mindfulness as part of your interactions and use this practice to weave a fabric of frequencies that can somehow embody these ideals. Grow respectful connective tissue that can help bear the weight of shared change among people. Recognize you are not alone in this struggle and be strong enough to both ask for, and give help when needed.

Wherever you are today: Stay good, stay safe, and keep it easy.

“It’s not the note you play that’s the wrong note – it’s the note you play afterwards that makes it right or wrong.”― Miles Davis

About me:

You may know me from such rambling word plays such as: Opening a Trans-Dimensional Portal Using Time-Based Effects, How to Survive a Game Audio Layoff, or Envisioning Our Interactive Audio Future. Tune-in for the Wwise Wworld Wwide Online Expo April 29th starting at 1:00pm EST on https://www.twitch.tv/audiokinetic 
 

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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:

  • Introducing MOTION GRAPHICS, a complete Motion Graphics sound effects library from SoundMorph!

    Motion Graphics focuses on all the elements you might need for sound design on a trailer, a cinematic scene or a visual that is heavy with motion graphics, whether it be abstract or straight forward, Motion Graphics has all the elements and textures you could think of. Motion Graphics are something all of us sound designers run into at one point or another, so this library is an excellent addition to your sound effects tool box.

    Motion Graphics was created by and in collaboration with sound designer Rostislav Trifonov (SoundMorph Elemental library contributor).

    Motion Graphics features 650 24bit/96 kHz .wav files, all meticulously embedded with Soundminer & Basehead metadata.

    The library features:

    • 450 + designed sound effects
    • 190 + source audio files
    • Whooshes
    • Impacts
    • Risers
    • Stingers
    • Low end and Sub Bass
    • Impulse Responses
    • Passbys
    • Textures – noise, grit, glitch
    • Ambiences
    • Buttons and Clicks
    • Mechanical Elements
    • Granular effects
    91 %
    OFF
  • Modular UI is an advanced user interface library designed by world-renowned sound designer and musician Richard Devine.

    Designed and sourced entirely from Richard Devine’s personal and exclusive Eurorack modular synths and processors collection, the Modular UI soundpack combines the retro, clean sound of analog with the futuristic tech of the new wave of advanced analog and digital synthesis from modular synths, evoking flashbacks of iconic sound design heard in both classic and modern sci-fi films.

    The Modular UI soundpack gives you access to sounds created by one of the masters of modular synths and sound design, and is sourced from equipment that would take a lifetime to purchase and assemble, giving an incredible value to this soundpack both artistically and financially.

    Utilizing many Eurorack modules that have not yet been released to the public and containing samples equally suited to sound designers and electronic musicians alike, Modular UI is in a class by itself!

    91 %
    OFF
  • Animal Sound Effects Collections Animal Hyperrealism Vol II Play Track 2000+ sounds included $180

    Animal Hyperrealism Vol II is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 283 files.

    The sounds were partly recorded with animals trained for media production, partly recorded in zoos and wildlife centers. The asset list includes but is not limited to: amur leopards, bottlenose dolphins, californian sealions, pacific walruses, red ruffed lemurs, owls, parrots, dwarf little fruit bats, hamsters, guinea pigs and many more.

    The content has been recorded at 192KHz with a Sanken CO100K plus a Sennheiser 8050 for center image and a couple of Sennheiser MKH8040 for stereo image.
    A special section of the library features samples recorded at 384KHz. For these sounds an additional microphone was employed, specifically the CMPA by Avisoft-Bioacoustics which records up to 200 KHz. This microphone was actually used to record most of the library but the 384KHz format was preserved only where energy was found beyond 96KHz not to occupy unnecessary disk space.
    All files are delivered as stereo bounce of these for mics, though in some instances an additional couple of CO100K was added to the sides.
    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    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.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Kawaii UI Bundle is the ultimate bundle for cute user interface sounds.
    In this Bundle you get both volumes of our Kawaii UI libraries.
    Kawaii UI + Kawaii UI 2

    These libraries provide an adorable blend of cute, satisfying interface sounds, crafted to enhance user experience and feedback.
    Bring your games and apps to life with the Kawaii UI Bundle.

    It’s ideal for creating joyful menus, delightful HUDs, playful navigation and notifications, engaging pop-ups, and expressive text.

    Kawaii UI Trailer
    Kawaii UI 2 Trailer

    The source recordings inside are a treasure trove of physical button presses, clicks, pops, taps, mouth sounds, toks, shakers, general synthesised UI sounds, FM bells and telemetry style sounds.. Kawaii UI Bundle provides you with the essential building blocks to craft your own distinctive designs.  Combining these elements gives sound designers a robust sonic palette to create new UI sounds.

    13 %
    OFF
  • Vegetation Footsteps is a detailed collection of footwear and movement variations recorded on dry leaves and forest floor textures. Featuring walk, run, sprint, scuff, pivot, and single step actions, this library captures the nuanced crunch and rustle of layered vegetation underfoot. With performances in sport shoes, sandals, leather shoes, high heels, and barefoot, each sound is designed for realistic character movement across natural environments. Ideal for games, film, and animation, Vegetation Footsteps offers clean, focused assets for building immersive terrain interaction.

  • A collection of 135 potion sound effects.

  • A collection of 140 individual power up ability sound effects.

  • A collection of 103 bowling sound effects.


   

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