Game Audio Glossary Asbjoern Andersen


There are lots of disciplines involved in game development - and figuring out how they relate to your work in game audio can be a bit of a challenge, especially when you're just starting out. To help give you a better understanding of the various roles in relation to game audio, Ashton Mills has written an excellent, straightforward glossary, and he's kindly allowed us to share it here on the blog:
Written by Ashton Mills and reprinted with his permission
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Speaking the game development ‘language’

I often get contacted by people who are interested in getting into game audio for some advice on starting up and moving forward which is great, and although I’ve only got a few years under my belt, I’m keen to attempt to help where I can because I was given so much fantastic input from the game audio community when I was trying to get my foot in the door. I believe that language is at the core of everything we do in life, and so much of learning, whether it’s a new skill or a craft we’ve been honing for many years, is speaking the ‘language’ of that subject.

For working in the games industry this includes specific game-dev-related terminology but also an understanding of how all the bits fit together. This is often overlooked by aspiring audio folks in favour of focusing on the development of the hard skills you need to do the craft. But game development is a multi-disciplinary field, and thus a great deal of communication between different teams is required make games happen.

Understanding of how all the bits fit together […] is often overlooked by aspiring audio folks in favour of focusing on the development of the hard skills you need to do the craft

Thus, a big part of being experienced is actually about having the language to communicate with people. You pick so much of this language passively when you start working in a studio, but it’s actually very important to have a grasp of some it in the early days of your journey into the industry so that are able to have conversations and connect with people.

It can be hard to learn the language on your own, because you need to hear people use words and phrases that you don’t know before you can look them up: you don’t know what you don’t know. I though it might be interesting and helpful to put together a bit of a glossary of terms, things and job roles, and how they relate you as a game audio professional. I’ve ambitiously put ‘Part 1’ in the title in the hope that I’ll have the time to do other parts, with a few different glossaries that go over different areas. This first one is about disciplines other than audio, and how what they do relates to your role in sound.
 

Game Development roles and how they relate to audio

This is based on my own experiences. Different companies work in different ways, and even different game teams within the same studio will differ in how they work and how there are structured. This is more focussed on mid to large sized game studios rather than small indie teams where you have a small number of people wearing loads of hats. It is worth noting as well that of course all disciplines relate to all other disciplines in some respect, but I’ve outlined the key ones that come up in relation to the day-to-day life of an in-house game audio designer. If you work in one of these disciplines and my description of your role is offensively over-simplified: my apologies in advance!

 

Quick navigation:

– click below to jump straight to your chosen topic:

Game Designer • VFX Artist • Localisation • Animator • Narrative Designer • Producer • Quality Assurance / QA • Gameplay Programmer / Audio Programmer • Engine/Tools Programmer • Community Management (CM) • Video/Marketing • Environment Artist • Concept Artist • More resources

 

Game Designer:

 

The Game Designer’s role in game development: These folks work on the core fabric of the game. Their work defines what all the other creative and technical disciplines will do. On a high level they will do things like decide on direction and vision of the game, design puzzles, combat systems, character classes etc. On a lower level things like how much damage a weapon does and what it looks and sounds like, how fast your character moves, the layout of the controls etc.

How it relates to game audio: A huge number of decisions made by game designers will inform your work as an audio designer. They will be the go-to person to discuss what things need to sound like and in many ways your role is to bring sound to their vision of the game.


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VFX Artist:

 

The VFX Artist’s role in game development: They make all the pretty stuff that pops up on screen: explosions, muzzle flash, little puffs of debris behind players’ footsteps, bits of highlighting to draw your attention to things, magic spells etc, numbers that popup on screen to show how much damage you dealt etc.

How it relates to game audio: There is a very close link between VFX and audio. What one does will heavily influence the other, and they tend to go hand in hand. This means to need to be communicating a lot to coordinate what you’re doing, and negotiating access to the files as you’re often needing working on the same things around the same time.


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Localisation:

 

Localisation’s role in game development: Translates the game into different languages.

How it relates to game audio: If your game has localised VO, obviously you’ll need to work with the loc team. Even if there’s only one language voiced, if you end up editing any scripts in VO sessions, the loc team will need to know so they can edit the subtitles.


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Animator:

 

The Animator’s role in game development: They make game object move.

How it relates to game audio: The link between animation and audio is crucial. The majority of SFX in game (in everything I’ve worked on at least) are triggered from animations. For that you’ll need write access to animation sequence files so you need to negotiate with animators as you might not be able to work on the same files at the same time. For most things it’s not possible to do a proper audio pass until you’ve got the animation for the respective job, and if that animation changes at all you need to iterate on the audio again so that everything stays in sync.

TL;DR: get to know the animators well because you need to communicate a lot.


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Narrative Designer:

 

The Narrative Designer’s role in game development: They write the dialogue and the stories and the lore of the game.

How it relates to game audio: If your audio design role involves working on VO then there is back-and-forth with narrative designers, from higher level things like casting characters and helping to decide on game hooks for dialogue trees down to them sitting in on VO sessions to help actors with how to pronounce and deliver the dialogue they wrote.


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Producer:

 

The Producer’s role in game development: Organises and manages the pipeline, so that everybody is working on the right things at the right time. Uses a project management tool (JIRA) to oversee what everybody is up to and keep things moving forward.

How it relates to game audio: As an audio designer your work on a game will need to be broken down into potentially thousands of smaller tasks, and for many of these you will be depending on somebody else to finish their work before you can start yours. Producers are there to minimise any blockers and make sure everybody can work effectively on whatever is the highest priority at the time, and manage deadlines and the break down of projects into manageable chunks.


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Quality Assurance (QA):

 

Quality Assurance (QA)’s role in game development: Tests all the content that goes into the game and makes sure everything is working as intended, and to feedback their findings to the appropriate person (programmer, designer, animator audio designer etc). These people are the lifeblood of the game, never underestimate their importance and expertise.

How it relates to game audio: When you finish a task QA will then need to check it to make sure you’re doing what you intended to do. You need to communicate with them to let them know how to test your work and what the acceptance criteria are, and they need to communicate with you with feedback and if there are any bugs or omissions in the audio. Some companies have dedicated audio QA but most of the time this is not the case. The better your relationship with QA, the better the end result is going to be.


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Gameplay Programmer / Audio Programmer:

 

The Gameplay Programmer / Audio Programmer’s role in game development: They write and maintain the code that makes the game (/audio) work.

How it relates to game audio: Every sound you make will need to be triggered by the game code in some way, regardless of whether you use middleware or not. Programmers will help you make that happen. Even if your implementation skills are really hot and you can hook up everything yourself using code/visual scripts or animations, you’ll likely still have a lot of dialogue with the programming team because they will have an overarching vision on how to keep the game code clean, efficient and reusable. An audio programmer is dedicated specifically to supporting the audio team, whereas gameplay programmers will be supporting you alongside all the other things they do. Audio programmers often come with other audio code skills beyond implementation as well such as DSP and building tools to improve the audio pipeline, and you will love them dearly.


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Engine/Tools Programmer:

 

The Engine/Tools Programmer’s role in game development: They write and maintain the code that makes the software that everybody else uses to create the game.

How it relates to game audio: A tools programmer might create the application that you use to sync audio to an animation, or to place sounds in a game level for example. An engine programmer might be working on the deep-level stuff to do with how audio plays in the game. You’ll have much more of a relationship with this team if you’re using a proprietary game engine rather than a third party engine but even if you are using Unity or Unreal your paths may cross as bugs and issue come up, or for utilising more advanced middleware features, debugging or making custom tools for your workflow.


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Community Management (CM):

 

Community Management (CM)’s role in game development: They talk to the players, manage social media and generally are the public face of the game team.

How it relates to game audio: Game communities of today have an appetite to see what happens behind the scenes and discuss the game with its creators and this can sometimes mean there being a dialogue between players and the audio team. Examples from my own experience include appearing on company live streams and panels at live events to discuss all things audio, taking questions from players through an exclusive forum for prime members and chatting to players when they come in for tours around the studio, all organised by the CM team.


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Video/Marketing:

 

Video/Marketing’s role in game development: Makes the videos and trailers that get released to the world promote the studio and its products.

How it relates to game audio: These videos will need audio! The audio team is responsible for every noise that comes out of the company. Some studios have dedicated post-production audio people to work on the ‘linear media’ (i.e.: not the in-game audio) and some have the game audio team working on this content. Either way there is often a strong relationship between the two teams.


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Environment Artist:

 

The Environment Artist’s role in game development: Making the props and scenery that go into game levels.

How it relates to game audio: If you’re working on ambience then what the environment artists make and where they place it will inform how you design the audio. You’ll both need to have write access to the map files for quite a long time in order to place your objects in, and usually these are locked so that only one person can edit them at a time, so I’ve found environment artists to be another one I need to communicate with a lot so that we don’t block each other, and if you have a good rapport with them then they will be more likely to inform you if they make any audio-breaking changes such as moving or removing things you’ve mapped audio down for.


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Concept Artist:

 

The Concept Artist’s role in game development: They take the designers’ words about how things in the game should look and turn them into pictures that the rest of the art team (character, environment, VFX artists and animators) then use as a reference for their work. This is everything from weapons and environment props to creatures and players.

How it relates to game audio: Often (as always I’m talking from my experience) the rest of the art work on a particular job will be done before you start working on the audio, so you have completed models with animations and VFX all ready to go to design sound to, however it happens a lot that you need to be designing, or at least starting to design sound for things at the same time as the art team are doing their stuff. Concept art can be extremely helpful in giving you inspiration and reference for the sounds you need to make.


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I hope this has been helpful. If you have any questions, or if you feel I’ve missed something or what I’ve written varies quite a lot from your experience then feel free to get in touch at ashton-mills@outlook.com

A big thanks to Ashton Mills for letting us share this glossary!

 

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More about Ashton Mills:

 

Ashton Mills is an Audio Designer at Jagex, a game studio based in Cambridge UK, where he works on soudn design, VO and implementation across a range of game projects. (All thoughts and opinions are his own and not that of Jagex.). Learn more about him on LinkedIn here, and on Soundlister here.

 

 



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• How to prepare for – and power through – a layoff in the game audio industry, with Brian Schmidt:

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• What it’s like to be laid off from your video game studio

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Education and knowledge:
 
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• Take online courses in Wwise, FMOD Studio, Unity, Pure Data & Unreal at the School of Video Game Audio
 
 
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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:

  • Khron Studio - Spells Variations Vol 4

    Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual 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
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

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  • 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.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bundles World Ambiences Play Track 567 sounds included $199

    344 Sound Effects proudly presents World Ambiences, a masterfully crafted collection capturing the sonic essence of some of the world’s most iconic destinations.

    This bundle invites you to explore curated ambiences from around the world, captured by our dedicated in-house team. After countless hours of fieldwork, World Ambiences delivers rich, detailed recordings from the USA, Brazil, India, Macao, Hong Kong, Japan, Spain, the Netherlands, Iceland, Greece, Bulgaria, Romania, and Serbia.

    Experience the vibrancy of American life, from bustling markets in Orlando and serene forests in Connecticut to the urban-rural blend of Washington and Oregon, including rainforest wildlife, farm rides, ocean scenes, and Portland’s city buzz. Not to mention the iconic pulse of Chicago, subway rides, and classic American traffic.

    Hear the natural chorus of Brazilian cicadas, then cross to East Asia for markets, public spaces, and coastal cityscapes from Japan, Hong Kong, and China. Head further west to India, where the lively soundscape includes highways, temples, busy streets, train stations, and atmospheric public spaces.

    In Europe, soak up the energy of Madrid’s Casa de Campo and Atlético fans, or discover the charm of Amsterdam’s city center. For a quieter touch, the lush Irish countryside awaits. Eastern Europe offers a rich mix of city life, traffic, wetlands, and hotel ambiences from Bulgaria, Romania, and Serbia. And finally, experience the coastal beauty of Crete and Iceland’s waterfalls, town centers, beaches, and geothermal eruptions.

    Carefully crafted over time, these sounds have supported top-tier professionals on projects for Netflix, Warner Bros, Activision, Infinity Ward, the BBC, and more.

    With 43GB+ of content and 567 professionally recorded ambiences in 24-bit, 48kHz, and 96kHz, World Ambiences gives creators the tools to build authentic, immersive global soundscapes.

  • Environments & Ambiences Sub-Antarctic Winds Play Track 108 sounds included, 319 mins total $150

    A powerful collection of 108 extreme wind ambiences, recorded on a remote sub-Antarctic research station in the Southern Ocean by Andy Leeder.

    Ranging from 50 to 150km per hour gusts, Sub-Antarctic Winds delivers raw recordings of both interior and exterior storms — including howling winds with open doors, turbulent gusts outside, and reverberant building-shaking hollows.

    Captured over a full 12 months, you’ll hear the strongest southern ocean winds and storms of the year. From locations across the island, inside a vast array of research station structures, and outside in the elements among the cold, sands and tussocks.

    These wind ambiences will be perfect for setting the scene in wild weather films, games and other projects. They impose a powerful environment and lend authenticity to any extreme moment you create, indoors or outdoors, or even otherworldly winds with recordings from unique research station locations.

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  • Hello Creators!

    Here’s my new pack: “Fantasy Combat Sounds – Volume 02“



    Fantasy Combat Sounds (volume 02)  ·  The Sound Guild


    The approach for this pack was to create some special weapon & combat sounds suitable for RPG/Fantasy video games (although this sounds can be used in different audiovisual creations)

    In this pack there are: 

    – Slashes, magic swords, different special attacks…
    – Impacts, hits, magic impacts, etc…
    – Arch sounds

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a sampler.

    Check all my packs on Asoundeffect

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  • Bundles Musical Textures Play Track 863 sounds included $179

    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!


   

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