Game Audio GDC 2019 Asbjoern Andersen


Did you miss GDC 2018 (or do you just want to relive it)? Good news: Colin Andrew Grant shares his detailed insights and experiences from this year's major game audio event right here:
Written by Colin Andrew Grant
Please share:
 

This year marked both my second GDC and my second year working in the game industry. Quite a bit has changed since I first walked the halls of Moscone: I graduated from a postgraduate program, moved to L.A, and tentatively began my career as a freelancer. Though still nervous about attending such a massive convention meant for interacting with others after a year of mostly talking (yelling) at my DAW, I was excited to make new connections, meet up with old friends, and reflect upon what has changed and what has stayed the same for both myself and the industry at large.

SUNDAY

Though the conference did not officially begin, Designing Sound hosted a meetup the night before. Meeting at the Broken Rack Bar, it was a low key hang to slide everyone into GDC mode. What was special about this meetup was that Designing Sound and UVI prepared tours of the Vintage Synth Museum. Being able to play around with a Wurlitzer 200A and Roland TR-808 among other synths, I can see why synthheads consider them addicting to collect. It was a fun time of making bleeps and bloops that ended fairly early. We all needed our rest for the lengthy week ahead.

MONDAY

Damian and Anton stand in a crowded coffee shop hosting their podcast.Bright and early Monday morning at 7AM, Game Audio descended on Sightglass Coffee for the Game Audio Podcast led by Anton Woldhek and Damian Kastbauer. From Monday to Saturday we all (tried) to wake up and talk about what we learned the previous days, what we wanted to learn the day of, and any other topic that crossed our minds. I then attended a small round table led by Power Up Audio. There they shared tips for how to work with a partner, interact with potential clients, and how to pitch a reel for a bid. You’ll notice a common thread here of members of the game audio community sharing information and their time for free. I then relaxed on the second floor of Moscone Center West, playing games at The Mild Rumpus. One game that really stood out was Small Talk by Pale Room. With stunning art and gentle music, It’s the kind of intimate game that made me want to explore the characters and their thoughts forever. Later that night, we met up at the Terroir Wine Bar for an informal game audio meet up. The bar was a quiet reprieve from the noise of GDC, though it was filled to the brim with bodies and overflowed into the cool streets of San Francisco. It was a relaxing way to start off GDC since the conference floor was yet to be open and there were no audio talks that day. Tuesday would mark the beginning of rooms packed with conference attendees, raring to learn more about how sound works in games.

TUESDAY

This year, I made the decision to expand the scope of the talks that I attended beyond just audio. Though last year it was great to get acquainted with the community, I was told by multiple GDC veterans that there’s more to life than just audio. Since we have to interact with other elements of the industry at work, it only makes sense to do the same with education. The first talk I attended on Tuesday was “Intensely Practical Tips for Growing an Indie Studio”. There were two main reasons for me attending this:

1. Understanding what it takes to run an indie house will help me understand what many of my clients are going through when we’re not talking about sound.

2. I would love to one day run my own audio service studio, so the lessons being taught were incredibly applicable to my long-term career plans.

Given by Alexis Kennedy of FailBetter Games and Weather Factory, he detailed the need for studios to write down mission statements and the core pillars that define them. Whether it’s making money, being heavily narrative, or relying on a core set of beliefs, knowing what you want to focus on and understanding that those pillars may shift as the company grows can give an aimless studio direction.

After that incredibly enlightening talk I strapped up my boots and attended Audio Bootcamp XVII. The first session that I attended was “Programming Composers and Composing Programmers” headed by Victoria Dorn of Sony Interactive Entertainment and “Adding Punch to Your Sounds” by Gina Zdanowicz of Serial Lab Studios. Like many of us, though I’ve dipped my toe into programming, the vast ocean of code that exists has the ability to fill me with existential dread. Dorn’s talk was incredibly informative and broke the basic building blocks into very digestible parts. The second half of her talk was geared towards programmers interested in working with music and sound. Though obvious in hindsight, it’s easy to forget that words such as transient and downbeat aren’t part of most people’s lexicon. It’s refreshing to see an effort made to have talks be interdisciplinary and bridge the gap in vocabulary.

Gina Zdanowicz’s talk was focused giving impact to our sounds, allowing them to cut through the mix. In this talk, Zdanowicz gave many tips and plugin suggestions such as making the transient sharper while lowering the rest of the sound in order to give impact while not raising the levels. Giving the sounds movement with tools such as Tremolator and UHBIK’s frequency shifting tool can give the sounds character and keep them interesting over time.
 


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

 

Latest releases:  
  • From 24/96 Sound Effects. Immersive Crowds in Motion features 58 HD 24 Bit / 96 kHz Surround Sound Effects with a large selection of Interior and Exterior moving crowds. Train stations, conventions, sporting events and more. Recorded with a Voyage Audio 2nd Order Spatial Microphone. Recording locations were centrally located within the crowd for better immersion. Intelligible words have been reduced or removed when possible.

    Mastered with ProTools Ultimate in 3 configurations: Ambisonic (Ambix 2nd Order (Wyzxrstuv), Atmos™ 7.1.2 Surround Sound (LRCLfeLssRssLrsRrsLtsRts) and Stereo (L-R). Most tracks are 2-3 minutes in length with embedded metadata. All-new, original recordings.

    Want a taste of what’s included? Download the O2A and 7.1.2 Surround Demo files here: https://tinyurl.com/ImmersiveCrowdDemo and try it out on your own system!

    10 %
    OFF
    Ends 1580943599
  • SCI-FI GUNNERY is a collection of high-quality futuristic gunshot sound effects.

    It features 330 sounds of anything from big artillery hydraulic guns to small ray blaster and handguns.

    Collection consists of 105 different weapons.
    Every weapon comes with 5-6 variations that have slightly different pitch (+/-0.4 semitones) and time alignment
    (+/- 15ms) for maximum realism.
    All SFX have baked-in Soundminer’s meta data.

    Download includes:
    96-192KHZ 24BIT version
    44.1KHZ 16BIT MONO version for Unreal Engine
    44.1KHZ 16BIT STEREO version for Unreal Engine

    RECORDED WITH: Sound Devices MixPre 6 + Sennheiser MKH8060 + ATE208 + DPA4060, PCM D100

    EDITED AND MASTERED WITH: RX, Pro Tools, Brufri, DMGAudio, Reaktor, Massive, Serum, Monark, Alto, Soundtoys, Live.

    20 %
    OFF
    Ends 1580857199
    Add to cart
  • Several waterfalls and rivers recorded in the Vosges Mountains in France.
    It tooks place in three different location: Cascade Charlemagne, Pont des Fées, Saut des Cuves.
    For almost every place, several microphones placements were used at close, medium and far distance.
    In addition to the 2 stereo microphone pairs, a hydrophone track is also available to allow you to modulate the low end and to add more movement.

    Gear used:
    Sound Devices 788T
    MKH8020 stereo pair
    MKH8040 stereo pair
    JRF hydrophone
    Add to cart
  • Cars Porsche Macan S 3.0 V6 Play Track 200+ sounds included, 354 mins total $150 $130

    The Porsche Macan S 3.0 V6 sound library features 198 high-quality files recorded with a multi-mic setup. The Engine was recorded in sync with interior cabin ambient, and you can expect different styles of driving. From casual city driving, through accelerations on a highway up to rpm ramps and constant rpm loops for game audio.

    In addition to engine recordings, this sound effects library features exterior passes, whooshes and other road-related sounds recorded in mono and stereo on dry asphalt.

    Last but not least, different foley were recorded to cover exterior and interior activities. In addition to designed onboard recordings, there are also premixed stems for the engine, intake and exhaust and RAW files, of each microphone without any post-processing.

    13 %
    OFF
    Ends 1580597999
    Add to cart
  • Electromagnetic fields (EMF) are all around us, they are everywhere and each electronic device produces them. Imagine a whole new world hidden from us. It is time to lift the veil of secrecy and look into it.

    This library contains raw electronic sounds – a perfect source for sci-fi movies, trailers, games, computer interfaces, experimental music or whatever you can think of. The frequency range of these sounds is impressive, it reaches 48 kHz allowing you to effectively manipulate their pitch and spectrum.

    All sounds are sorted into categories, such as: Glitch, Hum, Click, Movement, Distortion, Beep and many others, which makes it easy to navigate and choose not only by the recorded object but by the type of sound it generates. And last, but not least: this library was recorded with high-quality 96KHz/24bit.

    Equipment used:

    • LOM Audio Elektrosluch Mini City
    • Sound Devices MixPre 6

    Main features:

    • 134 raw electronic sounds with variations
    • Perfect source for all kinds of harsh noises, glitches, drones, movements, whooshes, beeps, hum, clicks, buzz, nasty distortions etc
    • Astonishing frequency range up to 48KHz
    • Created for further manipulation with spectrum and pitch
    • Recorded with high quality 96Khz/24bit
    • Categorized by types: Glitch, Hum, Click, Movement, Distortion, Beep and so on
    • Contains metadata for search engines

     

    52 %
    OFF
    Ends 1583017199
    Add to cart


Need specific sound effects? Try a search below:
 
Want more stories like this? Follow A Sound Effect:
 
                              

Thanks to everyone who set up the GDC ’18 Game Audio Mentoring, I along with many others, had the ability to meet with a veteran in game audio who donated their time at GDC for newer members to ask them questions. During lunch, I was able to meet with Adam Gubman of MoonWalk Audio to discuss topics such as branding, balancing multiple interests as a freelancer, and the importance of knowing oneself outside of their career.

After that insightful talk I jumped right back into the Bootcamp with Reel Talk talking about…well, reels! Matthew Marteinsson of Klei Entertainment and Kevin Regamey of Power Up Audio gave a hilarious yet insightful look into how and how not to make an appealing reel and website. Some specific takeaways: Label what you’ve done, showing some implementation work is now the standard, and make sure you’re spelling implementation correctly. After this talk was “Talking about Talking: Recording and Producing Well Crafted Dialogue” by Amanda Rose Smith. I’ve been doing increasingly more dialogue editorial so I was interested in hearing someone who’s involved in the whole dialogue pipeline. From file labeling techniques to warning us about the dangers of relying too much on LUFS (loudness units relative to full scale) in dialogue mastering, Smith gave a very concise talk about the recording and editorial process. This was the last presentation I was able to attend on Tuesday, since I had to prepare to table for a few games I worked on at the IDGA mixer. A frequent collaborator of mine, River Liu, was an IDGA scholar. Since we first met two Global Game Jams ago, I’ve always answered her call for more music and sound in her games. It was a fun event that focused on interacting with others, rather than loud music in dark places. I then headed over to the Game Audio Denizen Facebook group California Pizza Kitchen dinner, coordinated by the fabulous DB Cooper. After ending the night with Denny’s, it was time to call it night.

An 8-bit stylized map shows that attendees have traveled from around the world.

WEDNESDAY

One of my busiest days by far was Wednesday. I was able to attend part of the “What’s Next? A Game Audio MicroTalk Series”, a collection of ten short talks about varying experiences in the industry. Unfortunately, I had to leave for a meeting. I was actually able to attend GDC on a Conference and Summit pass thanks to XBox’s Jerry Lawson Grant for Career Development. Part of that grant included meeting other grant winners and members of the XBox team. I then went to the expo floor for a few minutes before it was time for the first day of CarouselCon! Organized by Matthew Marteinsson during lunch behind the Carousel, there are two mini-talks and then the floor is opened to anybody that wishes to talk. It’s a great time to learn about other points of view and maximize our learning during GDC.

The rest of the day was meetings until I attended the XBox Blacks in Gaming mixer. It’s important to build a community that fosters diversity in the game industry as well as spaces that allow those underrepresented to discuss successes and common problems. Following the BiG mixer, I went to the Unity Party. While incredibly impressive, it was also incredibly loud. I found that some of the most meaningful talks that I had there was outside the venue. With all of the parties and events happening, it can be difficult to remember that bigger and louder doesn’t always equal better.

THURSDAY

Thursday was an especially action-packed day for the game audio community. On top of the G.A.N.G (Game Audio Network Guild) Awards, an award show in which members of the community vote for the music, sound, and articles in game audio, A Shell in the Pit coordinated the second annual Game Audio Karaoke! But I’m getting ahead of myself. Thursday was another day on the expo floor for me. One of the first booths that I attended was Wwise’s. With the announcement of the Wwise 251 certification and the Wwise Adventure Game, there was quite a bit to learn about.

This year I was given the opportunity to volunteer at the G.A.N.G Awards. I wanted to be able to somehow give back to the community that offers so much, so I jumped at the chance to make the officers jobs a little easier. If you saw two people running up to Becky Allen and Bonnie Bogovich before the winners were announced and then scurrying away, then you probably caught a peak of me and Emily Pitts, a student at the San Francisco Conservatory of Music (my alma mater). A highlight of the night was when Bonny and Becky lead the audience in arpeggiating on the word GANG, lead by a kazoo. The standout winner was Will Roget, the composer of Call of Duty, who won 5 awards.

I had already lost my voice twice in two weeks, so I decided to opt out of karaoke and just mingle with others who stayed after the show.

FRIDAY

People sit around the Day of the Devs boothFriday was a bit more subdued compared to the last few days. Much of the same happened. Sightglass in the morning, CarouselCon in the afternoon. I chose to spend most of the day walking the expo floor, since it closed at 3PM. I spent quite a bit of time at the Day of the Devs showcase. Some games that really stood out to me were Harold Handibut: A Handmade Adventure Tale by Slow Games, Mosaic by Krillbite Studio, Knights and Bikes by Foam Sword, and Dead Static Drive by Team Fanclub. Friday night was the School of Video Game Audio meetup at the California Pizza Kitchen. With the convention fading away, it was a night of goodbyes.

SATURDAY MORNING

While everyone else was sleeping in or catching flights, members of the audio community dutifully met up at Sightglass Coffee one more time to reflect upon the week and set goals for the year ahead. This was a bit different than the past few days though. We expanded the conversation to topics such as unionization, inclusivity, privilege, and how we as a community can always do better to respect each other. While it’s easy to talk about how everything is fantastic and ride the GDC high, it’s sobering to remember that there’s always room for improvement and acknowledge toxic elements that still persevere. To quote Damian Kastbauer himself from a must-read Twitter chain: “We need each other to foster an environment of continuous improvement in order to change the culture. It is bigger than #GameAudio but it’s where we live and can affect change.”

We have a habit of marking our development as human beings with large, annual events: Birthdays, Holidays, and for those fortunate enough to attend consecutive years, GDC. The ability to honestly reflect upon growth while surrounded by colleagues and friends is a special thing that I try not to take for granted. Though GDC may be over and I’m drowning in business cards, I think I can officially call my second GDC a success as I prepare to make my third one even better.

The busy entrance of the Moscone Center North Hall.

 

A big thanks to Colin Andrew Grant for sharing his insights and experiences from GDC! We hope to see you there next year!

 

Please share this:


 


 
 
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:
 
 
  • Ice Frozen Play Track 809 sounds included $45 $23

    Frozen is a collection of ice impacts, scrapes, debris, slides and more taken during a miserably cold winter in the arctic tundra of Massachusetts. These recordings were meticulously recorded, edited, named, renamed, edited again, re recorded, then re-renamed (you get the point) to give you the best quality ice library you can get.

    The library roughly is broken into two sections, raw and processed. Raw is designed for sound designers to go wild with: stretch, distort, compress, and more to your hearts content. The processed section is for designers and content creators on the go. If you’re on a tight deadline, pulling some sounds that are already going to get you close to where you need to be is imperative. These processed versions play very nicely even when not designing ice.

    49 %
    OFF
    Ends 1580511599
    Add to cart
  • Animals & Creatures Animal Hyperrealism Vol II Play Track Over 2000 sounds included $170

    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.
    Add to cart
  • Tired of those same old door knobs and hinge squeaks that you hear in every single game, film and TV show? Well, Gateway aims to remedy that issue while providing you with a brand new palette of sounds.

    Gateway comes packed with doors, doors and more doors! Low end, high end, slow horror creaks and squeaks, huge slams and impacts, tiny compartment doors.

    The Gateway family now includes the just-released Gateway Part 3, with more than 1400 new sounds.

    Doors, gates, overhead rollups, cabinets, closets, drawers, garage doors, fireplaces, sheds, you name it!

    Latches and knobs, wrought iron and chain link! Metal, wood, glass and MORE! All of these doors were acoustically captured in the real world. You won’t find anything synthesized here!

    Did we mention doors? Yeah, Gateway has those too.

    Gateway Part 1 features 675 files, 1200+ sounds

    Gateway Part 2 features 365 files, 600+ sounds

    Gateway Part 3 features 772 files, 1400+ sounds

    The Gateway 1-3 Bundle features 1812 files, 3200+ sounds

    Special offer:Do you already have Gateway Part 1 or 2? Send a message here for a special upgrade offer for part 3.

    Choose your preferred version below – or land some great savings by getting all three in one handy package!

 
Explore the full, unique collection here

Latest sound effects libraries:
 
  • From 24/96 Sound Effects. Immersive Crowds in Motion features 58 HD 24 Bit / 96 kHz Surround Sound Effects with a large selection of Interior and Exterior moving crowds. Train stations, conventions, sporting events and more. Recorded with a Voyage Audio 2nd Order Spatial Microphone. Recording locations were centrally located within the crowd for better immersion. Intelligible words have been reduced or removed when possible.

    Mastered with ProTools Ultimate in 3 configurations: Ambisonic (Ambix 2nd Order (Wyzxrstuv), Atmos™ 7.1.2 Surround Sound (LRCLfeLssRssLrsRrsLtsRts) and Stereo (L-R). Most tracks are 2-3 minutes in length with embedded metadata. All-new, original recordings.

    Want a taste of what’s included? Download the O2A and 7.1.2 Surround Demo files here: https://tinyurl.com/ImmersiveCrowdDemo and try it out on your own system!

    10 %
    OFF
    Ends 1580943599
  • SCI-FI GUNNERY is a collection of high-quality futuristic gunshot sound effects.

    It features 330 sounds of anything from big artillery hydraulic guns to small ray blaster and handguns.

    Collection consists of 105 different weapons.
    Every weapon comes with 5-6 variations that have slightly different pitch (+/-0.4 semitones) and time alignment
    (+/- 15ms) for maximum realism.
    All SFX have baked-in Soundminer’s meta data.

    Download includes:
    96-192KHZ 24BIT version
    44.1KHZ 16BIT MONO version for Unreal Engine
    44.1KHZ 16BIT STEREO version for Unreal Engine

    RECORDED WITH: Sound Devices MixPre 6 + Sennheiser MKH8060 + ATE208 + DPA4060, PCM D100

    EDITED AND MASTERED WITH: RX, Pro Tools, Brufri, DMGAudio, Reaktor, Massive, Serum, Monark, Alto, Soundtoys, Live.

    20 %
    OFF
    Ends 1580857199
  • Several waterfalls and rivers recorded in the Vosges Mountains in France.
    It tooks place in three different location: Cascade Charlemagne, Pont des Fées, Saut des Cuves.
    For almost every place, several microphones placements were used at close, medium and far distance.
    In addition to the 2 stereo microphone pairs, a hydrophone track is also available to allow you to modulate the low end and to add more movement.

    Gear used:
    Sound Devices 788T
    MKH8020 stereo pair
    MKH8040 stereo pair
    JRF hydrophone
  • Cars Porsche Macan S 3.0 V6 Play Track 200+ sounds included, 354 mins total $150 $130

    The Porsche Macan S 3.0 V6 sound library features 198 high-quality files recorded with a multi-mic setup. The Engine was recorded in sync with interior cabin ambient, and you can expect different styles of driving. From casual city driving, through accelerations on a highway up to rpm ramps and constant rpm loops for game audio.

    In addition to engine recordings, this sound effects library features exterior passes, whooshes and other road-related sounds recorded in mono and stereo on dry asphalt.

    Last but not least, different foley were recorded to cover exterior and interior activities. In addition to designed onboard recordings, there are also premixed stems for the engine, intake and exhaust and RAW files, of each microphone without any post-processing.

    13 %
    OFF
    Ends 1580597999
  • Electromagnetic fields (EMF) are all around us, they are everywhere and each electronic device produces them. Imagine a whole new world hidden from us. It is time to lift the veil of secrecy and look into it.

    This library contains raw electronic sounds – a perfect source for sci-fi movies, trailers, games, computer interfaces, experimental music or whatever you can think of. The frequency range of these sounds is impressive, it reaches 48 kHz allowing you to effectively manipulate their pitch and spectrum.

    All sounds are sorted into categories, such as: Glitch, Hum, Click, Movement, Distortion, Beep and many others, which makes it easy to navigate and choose not only by the recorded object but by the type of sound it generates. And last, but not least: this library was recorded with high-quality 96KHz/24bit.

    Equipment used:

    • LOM Audio Elektrosluch Mini City
    • Sound Devices MixPre 6

    Main features:

    • 134 raw electronic sounds with variations
    • Perfect source for all kinds of harsh noises, glitches, drones, movements, whooshes, beeps, hum, clicks, buzz, nasty distortions etc
    • Astonishing frequency range up to 48KHz
    • Created for further manipulation with spectrum and pitch
    • Recorded with high quality 96Khz/24bit
    • Categorized by types: Glitch, Hum, Click, Movement, Distortion, Beep and so on
    • Contains metadata for search engines

     

    52 %
    OFF
    Ends 1583017199
 
FOLLOW OR SUBSCRIBE FOR THE LATEST IN FANTASTIC SOUND:
 
                              
 
GET THE MUCH-LOVED A SOUND EFFECT NEWSLETTER:
 
The A Sound Effect newsletter gets you a wealth of exclusive stories and insights
+ free sounds with every issue:
 
Subscribe here for free SFX with every issue

Leave a Reply

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

HTML tags are not allowed.