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
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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.


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  • COMPATIBLE WITH ANY VIDEO SOFTWARE
    CRAFTED BY INDUSTRY PROFESSIONALS
    INSTANT DIGITAL DOWNLOAD
    100% ROYALTY FREE

    Introducing the Ultimate Sound FX Bundle – your all-in-one solution to level up your audio game! Say goodbye to wasting countless hours searching for the perfect sound effects, and hello to a seamless editing process that enhances your creativity.

    This bundle includes sound effects from different genres and subjects, so you’ll have everything you need right at your fingertips. Whether you’re working on a film, game, podcast, or music project, this bundle has got you covered.

    With the Ultimate Sound FX Bundle, you can speed up your workflow and take your creativity to new heights. Imagine having access to a vast library of high-quality sound effects that perfectly match your project’s needs, all in one place. No more time wasted on sifting through endless sound effect libraries – this bundle has it all.

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  • User Interface (UI) Sound Effects Interactive Play Track 3917 sounds included, 225 mins total $120
    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:
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    • 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.

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  • All files are recorded 32bit, 192 kHz, with Shure KSM137, 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.


    Recording John Deere 1065 1981 combine harvester


  • Game Audio Packs 8-Bit Legend Play Track 543 sounds included $50

    Awaken sound designer, your 8-Bit Legend is about to begin! 8-Bit Legend is a heroic SFX library of retro sounds made using the Gameboy’s sound chip. After countless battles, and leveling up we captured the nostalgic sounds of the 8-bit era.

    In a quest to compile the ultimate 8-bit SFX library we traveled back in time to study the scrolls of sound from the legendary Sonic Sages.

    Though filled with trials and tribulations we returned to the present with our spoils, a treasure trove of recorded sounds compiled into the epic tome: 8-Bit Legend!


Latest releases:

  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

    29 %
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  • CRRRACK!!!

    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

    26 %
    OFF
  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

    28 %
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  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $20

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine

Need specific sound effects? Try a search below:


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:


 



 
 
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  • COMPATIBLE WITH ANY VIDEO SOFTWARE
    CRAFTED BY INDUSTRY PROFESSIONALS
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    100% ROYALTY FREE

    Introducing the Ultimate Sound FX Bundle – your all-in-one solution to level up your audio game! Say goodbye to wasting countless hours searching for the perfect sound effects, and hello to a seamless editing process that enhances your creativity.

    This bundle includes sound effects from different genres and subjects, so you’ll have everything you need right at your fingertips. Whether you’re working on a film, game, podcast, or music project, this bundle has got you covered.

    With the Ultimate Sound FX Bundle, you can speed up your workflow and take your creativity to new heights. Imagine having access to a vast library of high-quality sound effects that perfectly match your project’s needs, all in one place. No more time wasted on sifting through endless sound effect libraries – this bundle has it all.

    Don’t let sound effects be a pain point in your creative process any longer. Invest in the Ultimate Sound FX Bundle today and experience a smoother, more efficient workflow that unleashes your full creative potential.

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  • All files are recorded 32bit, 192 kHz, with Shure KSM137, 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.


    Recording John Deere 1065 1981 combine harvester


  • Game Audio Packs 8-Bit Legend Play Track 543 sounds included $50

    Awaken sound designer, your 8-Bit Legend is about to begin! 8-Bit Legend is a heroic SFX library of retro sounds made using the Gameboy’s sound chip. After countless battles, and leveling up we captured the nostalgic sounds of the 8-bit era.

    In a quest to compile the ultimate 8-bit SFX library we traveled back in time to study the scrolls of sound from the legendary Sonic Sages.

    Though filled with trials and tribulations we returned to the present with our spoils, a treasure trove of recorded sounds compiled into the epic tome: 8-Bit Legend!

Explore the full, unique collection here

Latest sound effects libraries:
 
  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

    29 %
    OFF
  • CRRRACK!!!

    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

    26 %
    OFF
  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

    28 %
    OFF
  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $20

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine


   

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