Game Audio Sound Design Role Hiring Asbjoern Andersen


Junior, Intermediate, and Senior Sound Designers - what sorts of skills and qualifications can reasonably be expected and required for each of those roles?

That often depends on whether you're looking to be hired - or you're the one doing the hiring.

Here, seasoned senior sound designer Glenn Gullskjegg Goa shares their personal opinions, expectations, recommendations and lessons learned from both sides of the game audio industry:


Written by Glenn Gullskjegg Goa
Please share:

When it comes down to hiring in the audio industry, there are probably a dozen or more articles that meander about what you need to be hired. As someone who worked in the audio industry, from the movie business to video games, I thought I would put my own two cents in that slot, especially in the video game industry machine—both from the side that was hired and did the hiring. I hope something new can be gleaned from my ramblings rather than just adding to the white noise.

I should add that these are my own opinions and don’t represent the industry as a whole; you’ll find some game studios tackling this differently. However, these are things I’ve noticed in the 10+ years to be the most common and what I personally look for and expect.
 

Junior Sound Designers:

Sound Reel:


30 seconds to 1 minute long; Can be sound redesigns of other games (gameplay is a bonus); Can be a scene from a student film; Start with your best work; No music; No long introductions or logos.
 

I don’t expect:

  • A junior to have worked in the industry. (So an intern then? No, not everyone has the luck to gain a foot in the door that way, so I apply this to both.)
  • A junior to understand audio middleware the same way as a senior would, but I expect them to have messed around in there in their free time.
  • A junior to have any recording experience. (I mean, it requires you to have money even to try)
  • A junior to understand mastering or mixing.
  • A junior to have fantastic jaw-dropping audio skills. Just passable.

 

I expect:

  • A junior to have a passion for games, to the point they mod games and hone their skills through modding. Why? Because that is how I learned game audio and would eventually end up getting me a job. Through modding, you learn limitations and the importance of variations. You learn to let go of things beyond your control, which becomes essential when you work in the industry.
  • A junior wanting to learn things and take feedback.
  • A junior to have a passion for iteration.
  • A junior to not be afraid to ask questions from their seniors.
  • A junior to have a basic understanding of what makes good audio.
  • A junior to have a good attitude.

My recommendations to Junior Sound Designers:

 

Don’t expect to master things in the next 10+ years; Don’t worry about doing mistakes; Don’t worry about finding your style yet, that will come naturally; Play lots of games and try to decipher what the sound designers are doing; Start networking with people at your skill level; Don’t worship seniors or say to yourself, “When I can make sounds like them, I am good.”

 


 

Intermediate Sound Designers:

Sound Reel:


1 – 2 minutes; Start with your best work; Should contain versions of foley, whooshes, drones, stingers; Should contain gameplay (treated video or actual in-game capture); Can contain a small section in the middle toward the end from a scene in a movie you worked on or redesigned (preferably from a game); No music; No long introductions or logos.
 

I don’t expect:

  • An intermediate to understand complex creature sound design, but knows how to make general creature sounds.
  • An intermediate to have mastered dynamics, but to have a basic understanding.
  • An intermediate to have a lot of recording experience, but I do expect some.

 

I expect:

  • An intermediate to have a huge passion for learning; they listen to podcasts, watch YouTube tutorials, read books about audio, etc.
  • An intermediate to have a good understanding of audio middleware, not master-level, but good enough to understand and implement things like side-chaining.
  • An intermediate to want originally recorded assets and campaigns for recording sessions. Also, in their spare time, life permitting, they record as much as they can to further hone their craft.
  • An intermediate to not be stubborn about plugins, DAWs, or audio middleware.
  • An intermediate to have a general understanding of mastering and mixing.
  • An intermediate to have a passion for sharing their work and gaining feedback. Being vulnerable is how you learn.
  • An intermediate to have a good attitude.

My recommendations to Intermediate Sound Designers:

 
Listen to podcast; Watch YouTube tutorials; Read books by people that work\worked in the audio industry; Play games and put on movies to listen to and not just watch; Network and talk to other sound designers at your level and higher.


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


Trending right now:

  • From subtle button clicks to satisfying scrolling sounds, each of the 91 sounds in this pack is crafted to enhance the interactivity between player and interface, ensuring a captivating and unforgettable gaming experience

    23 %
    OFF
  • User Interface (UI) Sound Effects Interactive Play Track 3917 sounds included, 225 mins total $149.99
    User Interface (UI) Sound Effects - get more than 3900+ sounds in the INTERACTIVE sound library

    Introducing ‘INTERACTIVE’ by Rock The Speakerbox: Your ultimate organic Game UI Sound Design Toolkit. Elevate your UI sound design with a comprehensive sound effects library crafted to meet the exacting demands of modern game development. ‘INTERACTIVE’ is a massive toolset designed to empower you with a diverse range of components for creating immersive, dynamic and organic sounding UI.

    Structured into three packages:

    Construction Kit (3151 Sounds):
    Unlock a world of possibilities with a massive set of generic components like clicks, whooshes, pops, and textures, alongside elaborate recordings for specific contextual needs such as coins, paper, medieval weapons and many more. Explore elemental textures like water, wood, stone, etc for added depth and a comprehensive arsenal of percussive and tonal instruments.

    Building Blocks (606 Sounds):
    Streamline your workflow with pre-designed sounds of basic UI components, including impacts, clicks, whooshes, specific contextual actions and textures (clattering coins, rustling paper, igniting fires, alchemical reactions, growing vegetation) plus tonal and musical feedback for different moods (positive, negative, rewarding, warning, triumphal, holy)

    Designed (160 Sounds):
    Choose from four sets of ready-to-use sounds tailored for the most common UI actions in different game styles (Casual, Dark, Medieval, Modern).

    Each of the four sets gives you following UI sounds:
    • Confirm
    • Select
    • Notification
    • Purchase
    • Open Menu
    • Back/Close Menu
    • Positive Light
    • Positive Heavy
    • Negative Light
    • Negative Heavy

    With 699 sound files, each offering more than 5 variations in average, ‘INTERACTIVE’ delivers a total of over 3900 sounds – ensuring that you’ll never run out of options to bring your creative vision to life. This library gives you everything you need to captivate your audience and create immersive UI soundscapes that truly resonate.

  • Foley Sound Effects Skin Play Track 31 sounds included $16.80

    Skin is an essential addition to your Foley collection; featuring natural, organic recordings of delicate skin-on-skin gestures and motions, performed in-house by our Audio Craftsmen.

    Raw recordings of grasps, clasps, itches, scratches, caresses, strokes, brushes, taps, flicks, finger clicks, nail filings, hands in soap – and more! – were captured with the powerful Sennheiser MKH50 and meticulously edited in post, affording realistic, detailed sounds  perfect for layering texture into your film, TV and game projects.

    All sounds are delivered in 24Bit 96kHz format allowing further sonic manipulation, and have been meticulously edited and tagged with extensive UCS compliant metadata for ease of use.

    20 %
    OFF
  • Foley Sound Effects SKIN Play Track 3277 sounds included $25

    This idea was created with efficiency and budget in mind. On independent films we don't always have the luxury of budgeting out an extensive amount of foley. There are tons of resources for cutting cloth, props, and footsteps, but there are none for actions of the human body in every day situations. In this comprehensive library you will find touches, pats, scratches, slides, clasps, slaps, and so many other common actions involving skin that will help bring realism to your projects.


Latest releases:

  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line AudioOmni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.



    Recording Mercedes Benz W123 1975 executive car


  • SINGLE TOLL BELLS presents a rare gem in the sound effects market. A compact yet precious collection of 130 bell sound effects, meticulously organised into three folders.

    Church Bells: Experience the solemn resonance of single toll church bells, perfectly suited for poignant funeral scenes in movies, trailer campaigns and score.

    Hand and Mallet Bells: Discover pristine single toll bell sounds, showcasing warm overtones. These bells have been played with varying intensities using both hands and mallets to capture a range of dynamics overtones.

    Abstract Design: A dedicated folder of designed bell sound effects, broadening the creative possibilities for your projects.

    Single Toll Bells is a unique collection that is hard to find elsewhere. A must-have for every professional.

     

  • Electromagnetic sensors recording in stereo a range of soundfields from static, shimmering electric fields to pulsing, bass-heavy drones, and extreme ultrasonic incandescents, fully UCS metatagged and filenamed.

  • This library contains a variety of actions performed inside a Citroen Cactus including: open/close door, adjusting the seat, handbrake, seatbelt, wiper, etc.

    I performed each action with passion and attention to detail, making sure I included everything you’ll need. Each action has been repeated many times and performed at different intensities.

    33 %
    OFF
  • Every sound of clothes you need for a classic scene is in this library: walk, run, jump, fight, pat, rustle, etc. I used eight different types of material and recorded each action with a lot of detail and making sure I gave you a lot of variety.

    Clothing: Bomber jacket with zipper, Denim Shirt, Harrington jacket, Hawaiian shirt, Puffer jacket, Tuxedo, Windbreaker, Wool jacket

    44 %
    OFF
Need specific sound effects? Try a search below:


Senior Sound Designers:

Sound Reel:


1 minute and 30 seconds max; Start with your best creature sound design work; Should contain versions of foley, whooshes, drones, stingers; Must have gameplay sections (actual in-game captures you worked on); If you apply for cinematic work, must contain a in-game cinematic or CGI for a game that you worked on; No Sound Redesign (if you have to use that, you are no senior in the game industry); No music; No long introductions or logos.

 

I expect:

  • A senior to come in with a can-do attitude.
  • A senior to debate, but not be argumentative when they don’t get their way, because they have learned to let go.
  • A senior to have a great desire to teach when someone asks to learn.
  • A senior to not think of themselves as better than their peers just because they have more experience.
  • A senior to have mastered dynamics.
  • A senior to have a great understanding of mixing and mastering.
  • A senior to have a wide knowledge of audio middleware, to the point they can implement new ideas and have good organization skills.
  • A senior to have a DAW of choice but willing to learn others.
  • A senior to have plugins that are always in their sessions.
  • A senior to have favorite microphones and know how to use them.
  • A senior to work together with the audio lead as an extension of them and not being a hindrance.
  • A senior to represent the best in the audio team.
  • A senior to put others before themselves.
  • A senior to not point fingers at others when something goes wrong.
  • A senior to not care about awards.
  • A senior to communicate well within the audio team and other departments.
  • A senior to have mastered creature sounds to the point that breathing sounds are more important than anything else, and can explain why.
  • A senior to accept that to work in audio means you are always learning.
  • A senior to have a favorite video game or movie because of the audio (Why? To show you are paying attention to what others are doing).
  • A senior to show their work in progress even when it is ugly.
  • A senior to fight against crunch and overtime.
  • A senior always to be happy to help, even outside of their department.
  • A senior to be strict about themselves and forgiving of others.

My recommendations to Senior Sound Designers:

 

Listen to sound design/audio podcasts; Read books about game design and other departments outside of audio; Read things like philosophy as it can help center yourself to become a better person because you represent the pinnacle of the audio workforce; Keep a network of people that are not just sound designers, but work in the industry.

 


 

Final thoughts:

As you can probably glean, the expectations of a senior are massive, but not so much in the area of audio creation. You can teach a person to create sound and direct them when the creative part is lacking, but you cannot teach a person attitude or good demeanor. That requires self-realization on their part and the willingness to improve their character. I guess this is why I hardly ever hired seniors because most of the people I talked to wanted to be seniors because they thought they deserved to be.

Ego and general narcissism with a dash of nepotism are found everywhere in the game industry, and when it comes from a senior, it can cause an entire department to break. I’ve witnessed juniors and intermediate sound designers misbehaving because the seniors put a bad foot forward.
Like a rotten apple placed within a bushel of good ones, they’ll start to rot.
But you know what I have never seen? A senior with excellent creative skills cause others in the team to have the same design skills by just creating things. Again, a senior is more about their demeanor and attitude and less about that trick they learned.

I don’t consider a sound designer a senior until they have proven they are more interested in building a suitable environment for the intermediates and juniors to thrive in, putting their work before their own.
One could argue that it smells more like an audio lead, which is not entirely wrong. I believe a senior is an extension to the audio lead, except the senior get their hands dirty in the craft.

These were my thoughts.

 

A big thanks to Glenn Gullskjegg Goa for letting us share their insights on sound design roles and expectations!

 

Please share this:


 

About Glenn Gullskjegg Goa:

 
Glenn Gullskjegg Goa is a senior sound designer currently working on Baldur’s Gate 3 with over a decade in game audio. Before, they worked as an Audio Director at Frostburn Studios. Learn more about Glenn Gullskjegg Goa here.



 
 
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:

  • From subtle button clicks to satisfying scrolling sounds, each of the 91 sounds in this pack is crafted to enhance the interactivity between player and interface, ensuring a captivating and unforgettable gaming experience

    23 %
    OFF
  • Punchy Transients is an organized toolbox that serves as a reliable source of ”layers of impact” which many, many sounds do require to be in their best fit. It is also a trusty stash for designers who need to save some time to focus on something else.

    The library content was made by recording a collection of hits on a punching bag using many techniques. Also, a dry version of each sample and a folder of bonus thumps are included.

    58 %
    OFF
  • The War Zone sound effects library gets you whooshes, debris, cannon shots, beeps, countdown, explosions – ready to be used as they are in your projects, or layered to create complex war ambiences. A total of 170 sound effects are included, categorized into beeps, explosions, beeping mine explosions, debris, low whooshes, whooshes, shots and whooshes + debris.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line AudioOmni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.



    Recording Mercedes Benz W123 1975 executive car


  • SINGLE TOLL BELLS presents a rare gem in the sound effects market. A compact yet precious collection of 130 bell sound effects, meticulously organised into three folders.

    Church Bells: Experience the solemn resonance of single toll church bells, perfectly suited for poignant funeral scenes in movies, trailer campaigns and score.

    Hand and Mallet Bells: Discover pristine single toll bell sounds, showcasing warm overtones. These bells have been played with varying intensities using both hands and mallets to capture a range of dynamics overtones.

    Abstract Design: A dedicated folder of designed bell sound effects, broadening the creative possibilities for your projects.

    Single Toll Bells is a unique collection that is hard to find elsewhere. A must-have for every professional.

     

  • Electromagnetic sensors recording in stereo a range of soundfields from static, shimmering electric fields to pulsing, bass-heavy drones, and extreme ultrasonic incandescents, fully UCS metatagged and filenamed.

  • This library contains a variety of actions performed inside a Citroen Cactus including: open/close door, adjusting the seat, handbrake, seatbelt, wiper, etc.

    I performed each action with passion and attention to detail, making sure I included everything you’ll need. Each action has been repeated many times and performed at different intensities.

    33 %
    OFF
  • Every sound of clothes you need for a classic scene is in this library: walk, run, jump, fight, pat, rustle, etc. I used eight different types of material and recorded each action with a lot of detail and making sure I gave you a lot of variety.

    Clothing: Bomber jacket with zipper, Denim Shirt, Harrington jacket, Hawaiian shirt, Puffer jacket, Tuxedo, Windbreaker, Wool jacket

    44 %
    OFF

   

One thought on “Hiring in Game Audio: Sound Design Roles and What To Expect:

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.