Game Audio at GDC 2019 Asbjoern Andersen


Like an alarm clock that rings and throws you bolt-upright out of bed, this year’s Game Developers Conference is swiftly upon us. Packed with more presentations that you can shake a stick at, this year’s hot tips focus on things happening outside the conference and are (mostly) accessible to anyone in San Francisco who is up for some good ol’ game audio. Here’s what’s happening!


Guest post by Damian Kastbauer



 
Sunday, February 26th
DesigningSound.Org Meetup
4:00pm-7:00pm

Maybe you’re hitting the town early, soaking up the San Francisco ambience. If you’re not too busy exploring the Musée Mécanique or drifting away with the Wave Organ, drop by the DesigningSound.org meetup on Sunday afternoon and kick the week off celebrating the scene with some of the folks behind this incredible resource.

RSVP recommended but not required. Details here.

Monday through Saturday
Sightglass Game Audio Podcast Meetups
7:00am-9:00am

Arriving bleary-eyed at 7am for coffee and conversation during the week at GDC is the best/worst thing you could do for yourself throughout the conference. Best, because the brew at Sightglass (7th & Folsom) is worth talking about for the rest of the year. They also allow a motley crew of game audio folks to ascend to their 2nd floor balcony and hold court and wax philosophically about the unfolding day’s game audio epiphanies. Worst, because 7-9am amirite? (I bet you don’t have anything else scheduled during that time though, do you?)

 
 
Monday through Friday
Carousel Con
Lunchtime (Behind the Carousel on the Grassy Knoll)
12:00pm-2:00pm

Brown-bag your way behind the carousel on the corner of 4th & Howard to the concrete stairs for an informal gathering of folks bursting with inspiration. This is a chance to stretch out in the sun (hopefully), grab a bite, and soak up some of the knowledge folks have gleaned throughout the morning’s presentations or adventures. Some of my favorite memories have come from deep conversations shared by anyone and everyone who coagulates. (Bonus points for the mass carousel ride at the end of Friday’s lunchtime.)
This year marks the first Carousel Con, a micro-talk formatted conference that will take place simultaneously off in a corner of the area and will feature speakers sharing their game audio knowledge (in short-form 10 minute bursts) with a circle of interested people. Organized by Matthew Marteinsson, Mike Csurics, Fryda Wolff (and a little help from me), there will be buttons, ribbons, and opportunities for folks to walk up and submit a talk for a chance to jump on the stump and share your passions.

Tuesday, February 28th
Audio Bootcamp
10:00am-6:00pm

Tuesday’s Audio Bootcamp signals the official start of the Audio Track at GDC and is a powerhouse of professionals prepared to submerge the packed room in a comprehensive game audio master class. Matthew Lee Johnston kicks it off with an alarm call for audio developers in his talk titled “GREAT AUDIO DESIGN: BY ANY MEANS NECESSARY” followed quickly by Tomas Neumann (one of the audio programmers on Overwatch) breaking down “AUDIO TECH 101”. We’re then treated to a presentation by Steve Green, Lead Sound Designer and Music Implementor, which leverages his experience on ABZÛ titled “INTERACTIVE MUSIC APPROACHES”. This takes us right into the “LUNCHTIME SURGERIES” where tables full of bootcamp attendees have an opportunity to chat casual-like with all of the presenters while noshing.

The afternoon lineup has some wonders to share! Khris Brown gets the crowd revved up with “FIGHTING LEGOS: AUDIO CHOREOGRAPHY FOR BATTLE DESIGN” which promises to be a workout of vocalization sound, and then Matt Piersall will demonstrate “PERFORMANCE BASED SOUND DESIGN” drawing from his experience creating sound for AAA games. One of the forerunners of VR Audio, Sally Kellaway, will be speaking on “APPROACHING AND DESIGNING AUDIO FOR INTERACTIVE VR APPLICATIONS” and will be sharing experience gleaned from her time working in VR, and then Leonard Paul will bring his considerable expertise as a game composer and educator to explain “DIFFERENT APPROACHES TO GAME MUSIC”. Rounding out the day is Bonnie Bogovich and her presentation “PARTY OF ONE: HOW TO BE ‘THE AUDIO DEPARTMENT'”. All-in-all, a tremendous breadth of information from every corner of the game audio universe. All of these are absolute musts!

 

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

 

Latest releases:  
  • Environments Mekong Delta Play Track 75 sounds included, 158 mins total $60 $48

    The rich and colourful sounds of the Mekong delta: this collection features a wide range of old diesel boat engines, gentle row boats along quintessential narrow waterways and a varied selection of local ambience, from quiet rural villages to the hustle and bustle of towns and live animal markets.

    The majority of boats were recorded directly on board and up close from various points along the riverside, with a selection of perspectives. There are also over 10 isolated sounds – engines, waves/ wash, cock crows and dogs – with alternate versions at 192kHz for further manipulation. Full metadata is included (Soundminer), with keywords and detailed markers embedded to quickly locate specific sounds/ regions.

    20 %
    OFF
    Ends 1594763999
    Add to cart
  • Environments Geothermal Iceland Play Track 110 sounds included, 60 mins total $35 $29

    A sound library powered by Earth’s molten interior


    This library contains boiling mud pits, blasting steam vents, a geothermal power station and delicate trickles of running water all recorded from multiple perspectives. The library was edited down to be compact with the game audio designer in mind. The recordings were captured with Sennheiser MKH8040s and a MKH8060 so both stereo ORTF and a more direct mono image are available.

    17 %
    OFF
    Ends 1594591199
    Add to cart
  • All files are recorded 32bit, 192 kHz, with Rode NTG1 and Shure VP88 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving and exterior foley, mechanical and electrical sounds.

    Add to cart
  • “The Shoe Collection: Soft Hardwood – Barefoot“ by Periscope Post & Audio, provides 22 high quality footsteps on soft hardwood floors with bare feet.  The audio files are recorded at 24bit, 192k with mono and stereo recordings.  The Sennheiser MKH-60 was used for the mono files with a slightly more distant mic placement than the stereo files, which were recorded with the Sennheiser MKH8050 and the Sennheiser MKH-30 near the shoe.  From different walking speeds, to jogging, sprinting, jumping, hard stops, scuffs, and more!  We are also packaging the option of a different EQ curve to reduce some of the lower thump of the barefoot.  There are several performances with each file to fit the right action you need.  454 Footsteps per version. That’s a whopping 908 footsteps between the mono and stereo files!

    17 %
    OFF
    Ends 1594850399
    Add to cart
  • Harness the unique sonic properties of water in your next project! Create otherworldly sound design with bubble streams, air bursts, immersive perspectives and more.

    Submerged is a boutique sound effects library of swirling, bubbling, whooshing sounds recorded using a hydrophone (underwater microphone).

    The variety of sounds featured in Submerged include scuba inhale/exhale/hiss, ice impacts and cracking, air release whooshing and bubbling, dry ice, pool pump hum, underwater fireworks explosions, cannon bursts, underwater movement, rushing water, dripping water, and an assortment of underwater vocalizations both male and female.

    Key Features:

    • 230 hydrophonic recordings in mono & stereo (1.3GB)
    • 24-bit/96kHz broadcast .wav files
    • Descriptive embedded metadata
    • 100% Royalty-Free

    Credits:

    Created in collaboration with Big Tree Media
    Colin Hart: Recordist, Editor
    Joseph DiMarco: Editor, Librarian
    Álvaro Aparicio: Recordist
    Sarah Swan: Performance, Vocals
    Benny Maus: Performance, Vocals
    Robb Nichols: Consultation (Aquarian Audio)

    Add to cart


Need specific sound effects? Try a search below:
 

Wednesday, March 1
IASIG Meetup @ Thirsty Bear (661 Howard St)
6:00pm-9:00pm

The IASIG continues to throw one of the best-attended parties during GDC at the Thirsty Bear. For over 20 years, the organization has been a lightning rod for technically-minded interactive audio folks and has been at the forefront of standardization and publications. Mingling with some of the finest minds after the first full day of the Expo Hall is sure to inspire some engaging conversations about some of the exciting things on the show floor. How do the new Nuendo 8 game audio workflows look? What fun is to be had with the new Wwise Authoring Application API? Is there a demo (and how long is the line) for the Valve “Steam Audio” Solution? This will be the first chance to dig deep after submerging in the newest offerings, and it’s a great group of folks to get down with.

Wednesday, March 1
Game Audio Karaoke (177 Eddy St)
Pandora Karaoke
8:00pm-11:00pm

Follow the sound of wild falsetto and pitch-perfect celebrity vocal impressions to the first official(?) Game Audio Karaoke night. Organized by Luca Fusi, this is exactly the kind of bonding experience you might be looking for after a long day of hustle and flow. Bring your setlist, jump in the cue, and sing your life!

Wednesday, March 1
17th Annual Game Developers Choice Awards
6:30pm-8:30pm

The glitz and glam of the Game Developers Choice awards Wednesday night is the hot-ticket to see all of the coolest indies and accomplished developers. With the comedy of Tim Schafer and wit of Nina Freeman celebrating Oscar-style across every game genre and specialty, it’s the perfect opportunity to soak up some paparazzi and party like a game developer rock star.

Thursday, March 2
15th Annual Game Audio Network Guild Awards
7:30pm-9:30pm

The focus on Game Music and Audio makes this an event worth attending. A room full of folks all looking to honor the accomplishments of the last years game audio accomplishments: what could be better than elevating the art of audio to make you feel like part of something much bigger than yourself. This is a great feeling to cultivate because you’ll find that the conference is a great way to understand the role you play (or could play) in developing games.

Friday, March 3rd
SoVGA Meetup – The Hall SF (1028 Market)
5:00pm
Friday Night Foley
(Coordination)

The School of Video Game Audio has been inviting folks for a final hurrah on the last day of GDC in what has become a final meeting before the explosion of a thousand tiny stars that signals the end. Wobble out from the lobby of Moscone one-last-time with people who will be reticent to let the good vibes and experiences go. It’s a time to plan for later in the evening, or for the future of game audio.

Cody Predum & Emily Meo are pulling together an open invitation to let loose on the streets of San Francisco as a wild pack of sound designers with portable recorders. I imagine hanging off fire escapes to capture the perfect squeak, cardboard box physics impact simulations, and plenty of camaraderie. Find them at the SoVGA Party and climb on board…and don’t forget your recorder!

There’s just too much, and there’s something about the max-saturation, living-in-the-moment slip-stream that makes the best laid plans superfluous. So bring your flexibility, your dynamic personality, and above all your kindness and compassion. The best thing is to go with the flow.

See you on the other side!
Damian

A big thanks to Damian for all the great information!
 

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  • Big Monster Voices Pack

    107 sound effects divided in:
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    Tags:

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  • Orbital Emitter is proud to present Star Fighter Alpha – a comprehensive sci-fi sound-set providing a rich arsenal of futuristic space fighter sounds for you to use in all of your creative productions!
    In Science Fiction, star fighters blast across the cosmos leaving other vessels in their fiery wake.
    These nimble craft fly at incredible speeds engaging in battle and patrolling the stars. Countless movies, video games and media have featured these sleek space ships at the center of their adventures. 
    Where would you begin sound designing one of these nuanced spacecraft? You could probably spend hours just finding the right real-world jet fighter sounds to start… Then comes all the re-synthesis and balancing just to make it sound authentic. With deadlines looming and the need for cinematic and convincing science fiction sound being higher than ever, wouldn’t it be great to have a foundation of cinematic sci-fi sounds at your fingertips?
    Star Fighter Alpha contains powerful engine blasts, advanced cockpit displays, aligned interior and exterior flight perspectives, robust fly-bys, searing weapons blasts and more! Each sound file is designed to be flexible, enabling you to pick and choose from our long-playing audio-scenes as well as customize your own creations using our isolated audio-stems!

    We will be releasing more Star Fighter sound-sets soon as well as other sci-fi environments and nuanced sound-sets exploring the incredible multiverse of Science Fiction sound!  We hope you enjoy using our sounds as much as we have making them. Thanks for reading!

    Add to cart
  • Animals & Creatures Beehive Play Track 14+ sounds included, 44 mins total $30 $21

    Get the sound of honey bees – inside and outside their hive – with this 96kHz and 24bit Beehive sound library.

    All files were recorded outside the town, far away from the roads to capture the clean sound of the hardworking bees.

    I had a chance to record those insects before the feeding time, so they were hungry and really active.

    My main goal was to capture different sounds, not only the ambiences but also some close ones, like the sound of the bees landing on their landing zone or just the interior sound of the hive.

    14 stereo files were recorded with Sound Devices 702, Sony PCM-M10 recorder, two DPA 4061 microphones hidden inside a hive and two Sennheiser MKH 8040 to capture the ambience in front of the hive.

    Every stereo AB interior recording can be split to mono to isolate the single buzzes, and the library features a total of 44 minutes of bee sound recordings.

    30 %
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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Environments Mekong Delta Play Track 75 sounds included, 158 mins total $60 $48

    The rich and colourful sounds of the Mekong delta: this collection features a wide range of old diesel boat engines, gentle row boats along quintessential narrow waterways and a varied selection of local ambience, from quiet rural villages to the hustle and bustle of towns and live animal markets.

    The majority of boats were recorded directly on board and up close from various points along the riverside, with a selection of perspectives. There are also over 10 isolated sounds – engines, waves/ wash, cock crows and dogs – with alternate versions at 192kHz for further manipulation. Full metadata is included (Soundminer), with keywords and detailed markers embedded to quickly locate specific sounds/ regions.

    20 %
    OFF
    Ends 1594763999
  • Environments Geothermal Iceland Play Track 110 sounds included, 60 mins total $35 $29

    A sound library powered by Earth’s molten interior


    This library contains boiling mud pits, blasting steam vents, a geothermal power station and delicate trickles of running water all recorded from multiple perspectives. The library was edited down to be compact with the game audio designer in mind. The recordings were captured with Sennheiser MKH8040s and a MKH8060 so both stereo ORTF and a more direct mono image are available.

    17 %
    OFF
    Ends 1594591199
  • All files are recorded 32bit, 192 kHz, with Rode NTG1 and Shure VP88 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving and exterior foley, mechanical and electrical sounds.

  • “The Shoe Collection: Soft Hardwood – Barefoot“ by Periscope Post & Audio, provides 22 high quality footsteps on soft hardwood floors with bare feet.  The audio files are recorded at 24bit, 192k with mono and stereo recordings.  The Sennheiser MKH-60 was used for the mono files with a slightly more distant mic placement than the stereo files, which were recorded with the Sennheiser MKH8050 and the Sennheiser MKH-30 near the shoe.  From different walking speeds, to jogging, sprinting, jumping, hard stops, scuffs, and more!  We are also packaging the option of a different EQ curve to reduce some of the lower thump of the barefoot.  There are several performances with each file to fit the right action you need.  454 Footsteps per version. That’s a whopping 908 footsteps between the mono and stereo files!

    17 %
    OFF
    Ends 1594850399
  • Harness the unique sonic properties of water in your next project! Create otherworldly sound design with bubble streams, air bursts, immersive perspectives and more.

    Submerged is a boutique sound effects library of swirling, bubbling, whooshing sounds recorded using a hydrophone (underwater microphone).

    The variety of sounds featured in Submerged include scuba inhale/exhale/hiss, ice impacts and cracking, air release whooshing and bubbling, dry ice, pool pump hum, underwater fireworks explosions, cannon bursts, underwater movement, rushing water, dripping water, and an assortment of underwater vocalizations both male and female.

    Key Features:

    • 230 hydrophonic recordings in mono & stereo (1.3GB)
    • 24-bit/96kHz broadcast .wav files
    • Descriptive embedded metadata
    • 100% Royalty-Free

    Credits:

    Created in collaboration with Big Tree Media
    Colin Hart: Recordist, Editor
    Joseph DiMarco: Editor, Librarian
    Álvaro Aparicio: Recordist
    Sarah Swan: Performance, Vocals
    Benny Maus: Performance, Vocals
    Robb Nichols: Consultation (Aquarian Audio)

 
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