Game Audio Network Award Winners 2023 Asbjoern Andersen


The results of the Game Audio Network Guild awards are in - congratulations to all the winners and nominees! God of War: Ragnarök landed an impressive 14 wins this year, and we're very proud to say that A Sound Effect received no less than 3 nominations - the third year in a row we're nominated.

Check out the stories behind God of War: Ragnarök's multi-award winning sound & more below:


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Behind the sound of God of War: Ragnarök:

God of War Ragnarök Game Audio

God of War: Ragnarök won the awards for Audio of The Year • Best Audio Mix • Best Cinematic & Cutscene Audio • Best Game Foley • Best Game Trailer Audio • Best Main Theme (TIE) • Best Original Song • Best Original Soundtrack Album • Best UI, Reward, or Objective Sound Design • Creative and Technical Achievement in Music • Creative and Technical Achievement in Sound Design • Dialogue of the Year • Music of the Year • Sound Design of the Year

Get the story behind the multi-award winning sound of God of War: Ragnarök

Behind the sound of Stray:

stray_sound_22

Stray won the award for Best Sound Design for an Indie Game

Read the GANG-Award nominated story behind STRAY’s game audio here

Behind the sound of The Callisto Protocol:



How The Callisto Protocol's Audio Team Designed Its Terrifying, Immersive Sound | Ars Technica


The Callisto Protocol won the award for Best New Original IP Audio. Watch the video on its game audio above.

More results:

 
A huge congrats to The Audio Source Magazine Editor-in-Chief Savina Ciaramella for winning the Best Game Audio Article or Publication category for the Women in Game Audio Edition – and to Loic Couthier & Rob Bridgett for their Best Game Audio Presentation, Podcast, or Broadcast win for the GameSoundCon 2022 presentation Interactive Mixing: The Next Frontier in Game Audio!


3 A Sound Effect stories were nominated in the categories
– check them out below:

 

Making the Merry Sound of ‘Return to Monkey Island’ – huge game audio interview with Elise Kates & Andy Martin:


Ron Gilbert and Dave Grossman – two of the original creators of the 1990’s point-and-click adventure game The Secret of Monkey Island – have delivered a new zany Guybrush-led adventure Return to Monkey Island – available now on Steam and Nintendo Switch. The narrative-driven game takes players to new Islands (and back to familiar ones) where they collect items, find clues, and solve puzzles.
Here, Audio Lead Elise Kates (who handled sound design and FMOD implementation) and Ambient Sound Designer Andy Martin talk about blazing their own sonic trail for the IP (and not having to follow what’s already been done sound-wise), creating slimy and gross sounds for Zombies, designing dark magic elements, crafting immersive backgrounds in a 2D environment, using FMOD for implementation, and a whole lot more:

Read the GANG Award nominated story behind Return to Monkey Island’s sound here

 


 

Designing and Implementing Game Audio for ‘Dying Light 2 Stay Human’ — with Techland’s Sound Team:


Members of the Techland audio team – Wojciech Siadak, Tomasz Gruszka, Filip Hajzer, Edyta Mosińska-Duralska, and Michał Bendnarek – talk about their sound work on Dying Light 2 Stay Human: This includes performing and recording zombie vocals, bridging the main character’s human state and ‘infected’ state, creating dynamic ambiences for an open-world environment, capturing recordings of desolate locations and weapons impacts, building bespoke systems in Wwise to handle crowds, movement, zombie night chase situations, ambiences, breaths/efforts/screams, combat, weapons, using the multi-position mode of Wwise to simulate sounds coming from windows and doors, and much more:

Read the GANG Award nominated story behind Dying Light 2’s game audio here

 


 

Designing and Implementing Game Audio for ‘Behind the Purr-fect Sound of ‘Stray’ – with Sound Designers Yann van der Cruyssen and Raphaël Monnin:


When BlueTwelve Studio’s indie game Stray was released in July, it quickly became the highest user-rated game on Steam. And what’s not to love about this incredibly mesmerizing mix of robots and a lost cat trying to survive in a post-apocalyptic city? BlueTwelve Studio built an immersive world that is easy on the eyes, and ears. Here, sound designer/composer Yann van der Cruyssen and BlueTwelve Studio’s sound designer Raphaël Monnin talk about crafting the sound of Dead City, creating the sound and movements of the cat, designing unique robot vocals, finding creative solutions for technical challenges, and more:

Read the GANG Award nominated story behind STRAY’s game audio here

Learn more about the Game Audio Network Guild:

 
Curious to learn more about the Game Audio Network Guild, the awards, and how to become a member?

Visit their website here

See the full list of winners here

 

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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:

  • Cinematic & Trailer Sound Effects Magic – Alchemy Play Track 4213 sounds included From: $135 From: $108

    SONIC SPELLS WITH REAL PERSONALITY

    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

    No digital fakery here. Every sound in MAGIC – ALCHEMY began as a live experiment — alcohol burning in jars, butane growling through pipes, fuses igniting, water swirling in glass. These are true-to-life textures, captured in a lab-grade recording setup. The result? Magical sound with depth, realism, and spark..

    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

    Need a healing chime, a cursed hex, or something more ambiguous? The Designed section is grouped into Holy, Cursed, and Neutral categories — giving you emotional options that match your scene’s intent, whether you’re crafting a fantasy RPG or a subtle magical interaction.

    Built for Professionals, Whatever You Create

    Whether you’re layering magic for a fantasy film, adding interactive audio to a mobile game, or creating rich textures for audiobooks or theatre, MAGIC – ALCHEMY fits right in. It’s mix-ready, flexible, and full of sonic character.

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  • ‘Tiny Transitions’ deivers 275 short Whooshes and other Transition sounds. Instead of the huge, more cinematic transitional sounds that you are accustomed to hear from SoundBits, this sound pack focuses more on the smaller, not-so-intrusive production elements that come in very handy for any Sound Designer, All-In-One Film Editor or Web-, App- and Game-Developers.

    All these small motion-supporting elements that you need in your everyday work for game menus, apps, general motion designs, … or as parts of more complex moving stuff.

    You get 275 designed sounds + a selection of 290 cleaned and edited source sounds that were used to design the Tiny Transitions. These sounds are mostly different props that are scraping or sliding on different surfaces and also some vocalized whoosh attempts.

    All source sounds were recorded with Sonosax SX-R4+ and Sennheiser MKH8050+MKH30 M/S rig.

    All sounds come with embedded Soundminer Metadata.

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  • Unbox your creativity with Professional Boxer: Cardboard. This comprehensive library features 244 high-quality Cardboard Box sound effects with various gestures ranging from single boxes sliding, handling, rubbing, opening, closing and squeaking to multiple boxes being stacked, moved, and dropped. This collection provides a diverse range of sounds and textures and can serve as great source material for sound design work, recorded at 96kHz/24 bit for ultimate sound manipulation.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

    Bring your interfaces to life and create a tactile, immersive experience for your users. Make your UI unforgettable, one sound at a time.

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  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

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  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

    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.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

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