Game Audio at GDC 2023 Asbjoern Andersen


What's it like to attend the Game Developers Conference for the first time as a sound designer? Wayne M Messam II shares his experiences from GDC 2023 below:
Written by Wayne M Messam II
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As a Sci-Fi sound designer with technical sound design experience, attending the Game Developers Conference of 2023 for the first time was an unforgettable experience. Not only was it an opportunity to network with some of the industry’s most talented professionals, but it was also a chance to learn about the latest advancements and emerging trends in the gaming world. In this review, I’ll be sharing my personal experience at GDC 2023, so that those who weren’t able to attend can get a glimpse of what it was like, and for those who are planning on attending next year can have a better idea of what to expect. It’s important to note that I was able to attend thanks to the organization Black in Gaming and their wonderful representatives, Laura Teclemariam and Rebecca Hernandez. I’m incredibly grateful for that opportunity to highlight high achieving black professionals in the video game development space and appreciate their work in making it happen.

Sound Designer Wayne M Messam II

Pre-Event Expectations

In the weeks leading up to GDC 2023, my excitement was palpable. As a sound designer, I was eager to make real and authentic connections with industry peers, learn about the latest game audio trends and techniques, and gain insight on how to navigate funding my first in-house game for my indie studio Neptune’s Cloud. I spent hours preparing for the event, reviewing the schedule of all the talks I wanted to see on the GDC app, noting key speakers of interest such as Dani Lalonders, the maker of Validate, and Damian Kastbauer, a literal Wwise genius from Audiokinetic. I also scheduled the after-parties and events in San Francisco based on the community’s Google Sheets, as well as the best foodie spots that I absolutely had to visit. And with this being my last week working for Formosa Interactive, I couldn’t help but scope out if anyone knew anyone who was looking to hire a talented sound designer like myself. To make things even more exciting, my boss was going to be there, and I was excited to finally meet him in person.
 

General Experience & Atmosphere

Attending GDC for the first time was a bit overwhelming, but in the best way possible. From the moment I arrived at the Moscone Center in San Francisco, I was struck by the sheer size of the event. The organization was impeccable, and each discipline of game development had its own dedicated space. As a sound designer, I was especially interested in the audio talks hosted by big-name companies like Audiokinetic and Unreal Engine. Although I only had an expo pass, I was still able to take in some incredible talks that left me feeling inspired and excited to try out some new tools in my own work.

The atmosphere of GDC was a delightful mix of business casual and video game fandom. I felt like I was in the midst of a video game nerd’s fever dream, surrounded by passionate professionals who shared my love for the industry. The exhibit halls were particularly impressive, with exhibits from companies like Epic Games and Discord showcasing their latest technological advancements. I was especially impressed by the chill areas for audio professionals, writers/storytellers, and virtual/in-person business meeting rooms.

Despite the enormity of the event, I never felt like I didn’t belong. People were always friendly and welcoming, and I was able to make some incredible connections with people who really want to change the standard of this industry with their ideas. Whether it was striking up a conversation with someone at an after-party or attending one of the many networking events, I always felt like I was in good company. I also want to note that this industry has come off incredibly progressive and that is something pretty unique to video game development. It truly was exciting to see people in all walks of life coming together to produce quality content and tell their stories in what is in my opinion, the best way possible. 

I also want to note that this industry has come off incredibly progressive and that is something pretty unique to video game development. It truly was exciting to see people in all walks of life coming together to produce quality content and tell their stories in what is in my opinion, the best way possible

I would encourage anyone looking to attend next year that may not have the means to look into volunteering either at the event itself, or with an organization associated with the event. The experience is definitely worth the time and money invested, but there are also recorded lectures if an alternative is needed. Discord communities are what make the event feel less alone as well since you can just send a message and someone is already willing to meet up with you.

For audio people specifically, we have GDC traditions of meeting by the carousel for lunch. It was amazing being with Darius Gourdine during this year’s talks around the carousel. The passion and story of your peers can definitely reinforce how right this career feels for you.

Overall, my experience at GDC was nothing short of incredible. I came away from the event feeling inspired, informed, and excited to continue pursuing my career in the game audio industry.

Sound designer experiences at GDC 2023
Keynote Speakers & Topics

Attending the GDC 2023 talks and panels was a highlight of the event for me. The talk on “Crowd Healing: Founding a Company and Community Around Kindness” was incredibly inspiring, as it showed how kindness can be an integral part of building a successful company and community. The speaker, Dr. Kelli Dunlap, shared her experience of creating a company that uses games to help people with mental health challenges, and how she focused on fostering a supportive and inclusive community around it.

Another talk that stood out was “The Language of Leveling Up: Crafting Your Unapologetic Career Stories.” The speaker, Brittni Chenelle, emphasized the importance of owning your story and using it to shape your career trajectory. She gave practical advice on how to communicate your value to potential employers, negotiate salaries and benefits, and build your personal brand.

“The Imposter’s Guide to the Industry” was another insightful talk that explored the common feelings of self-doubt and imposter syndrome that many people experience in their careers. The speaker, Alex Manzi, shared his personal experience of feeling like an imposter in the industry and provided strategies for overcoming those feelings and thriving in your career.

However, the talk that I enjoyed the most was “Add Senior to that Title: Real Career Talk.” The speaker, Sabina Hemmi, provided a clear understanding of the different levels within the video game industry and what it takes to advance from one level to the next. The best understanding being that Junior/Entry level is a starting level for people who are still learning and have rough edges in regards to their understanding of their role within the studio and how they contribute to the team. Base level is simply where you do your job and you do it well.

I found this information to be invaluable, as it helped me understand my own career trajectory, my professional worth, and how to navigate my next promotion or raise should the time or opportunity comes

Senior is where you improve the work of those around you and demonstrate mentorship potential to the whole team. Finally a Lead/Principle of your role typically improves not just the team, but the entire project and studio. I found this information to be invaluable, as it helped me understand my own career trajectory, my professional worth, and how to navigate my next promotion or raise should the time or opportunity comes.

One of my other goals for attending the GDC was to get connected to industry professionals who could help with funding for my first in-house game for Neptune’s Cloud. I achieved this goal by attending the “Micro-Postmortems: ‘Casual Birder’, ‘Validate’, and ‘Heck Deck'” panel, where I met Dani Lalonders, the creator of Validate. She shared her experience in a quirky yet informative way, and gave me valuable advice and contacts from various groups such as Black Voices in Gaming and Black in Gaming who specialize in funding underrepresented studio’s projects.

Lastly, the 29th Annual IASIG (Interactive Audio Special Interest Group) Town Hall was a great experience for me as an audio professional. I was able to connect with other game audio experts and learn about the latest innovations in game audio technology from big name companies such as Audiokinetic, FMOD, and Dolby. Chase Bethea, the newly chaired president, did an excellent job moderating the town hall and keeping the discussion engaging and informative while sparking inspiration for the crowd to express many ways our technology as sound designers and technical sound designers can be more efficient.

Overall, the GDC talks and panels were informative, engaging, and inspiring. The speakers were all experts in their fields and provided valuable insights and advice that I will carry with me throughout my career.
 
Black In Gaming Award Ceremony at GDC 2023

Networking Opportunities & After-Hours Parties

Attending after-hours events and parties at GDC was an excellent way to network with fellow game developers and enthusiasts. One event that stood out was the Global Game Jam Mixer. It was a great opportunity to meet new people and learn about their projects. At the lunch, I met some students from The University of Texas at Austin who were working on an indie title called Re: Fresh. They were a fun and enthusiastic group, and you exchanged contact information with them so that you could potentially collaborate on a game jam in the future.

Another event that I enjoyed was the G.A.N.G. Award Ceremony. It was a night to celebrate the achievements of game audio professionals and to connect with others in the industry. I met several composers and sound designers who were just as excited as I was to see the awards passed out. 

The LGBTQIA+ Community Night was a highlight of my GDC networking experience. The event was held at the arcade bar “The Detour Bar,” and it was a great opportunity to meet people from different backgrounds who shared a love of video games. I had so much fun that the event was extended for multiple nights during that week of GDC. I made great connections and potential long-term friendships at the event and can’t wait to attend next year.

Networking at GDC events like these was a fantastic way to make connections and build relationships with other game developers where I once had very few. I was able to exchange ideas, share experiences, and collaborate with others in the industry making the experience invaluable.


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    We are extremely proud to present our first library, WINGS – a one-of-a-kind sound library.

    From tiny insects to small birds, from fairies to dragons, WINGS offers a creative palette with a diverse range of sounds to choose from.

    With over 1400 files (more than 4 GB for the 192 kHz version ) we’re confident you will find the perfect sound.

    When purchasing WINGS you get 2 packs, our Design category that includes 180 files and the Source category that offers more than 1200 sounds. Featuring the very best of our foley sessions.

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Latest releases:

  • Delirium is a sound effects toolkit, lovingly prepared to accompany your unique and personal descent into madness. Bask in the radiance of wobbling washes of muffled screams, or perhaps some swaying, spiralling tones that make you feel dizzy and nauseous!

    Designed primarily using Madrona Labs SUMU, Delirium is perfect for creating tension-filled atmospheres, hypnotic trances, dream sequences, hallucinations and generally unusual, other-worldly situations. Wavering drones that are writhing and moving, fragmented vocal splinters of what used to be human voices before they were dragged into the void, static bursts of interference from a long forgotten transmission that should never have been found… that sort of thing.

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    The library is broken down into the following categories and sub categories as part of its comprehensive UCS metadata.

    • COMMUNICATIONS: Static, Telemetry – Scrambled, Lofi, Glitch
    • DESIGNED: Distortion, Drone, Eerie, Ethereal, Granular, Rhythmic, Rumble, Synthetic, Tonal, Vocal, Whoosh – Bubbling, Clicks, Demonic, Energy, Evolving, Fizzing, Gloopy, Gritty, Hissing, Metallic, Movement, Muffled, Neutral, Pulsing, Rattling, Riser, Robotic, Scrambled, Spinning, Static, Steady, Submerged, Sweeteners, Swells, Synth, Texture, Throbbing, Tonal, Watery
    • MAGIC: Shimmer, Spell – Fragments, Metallic, Movement, Steady, Swells, Tonal, Vocal
    • SCIFI: Energy – Evolving, Movement, Riser, Steady, Surges, Swells, Texture
    • USER INTERFACE: Data, Glitch, MotionGritty, Malfunction, Movement, Smooth, Watery, Gestures

    The sounds of Delirium will allow you to travel to weird, wonderful and sometimes unpleasant places with your sonic creations whilst maintaining subtlety and versatility. They are layers waiting to be interwoven, a bag of choice ingredients, a palette of strange colours. Go forth and paint!!!

    Artwork by Frank at Freakshow Industries.

  • Step into a world of spells, mysticism, and creative power with Spells Variations Vol. 2, the follow-up to our acclaimed magical sound collection. This time, we’ve expanded the elemental and thematic range, offering 405 professionally crafted sound effects that are fully categorized and ready to use.
    Inside, you’ll find a wide variety of magical types:
    🔥 Fire
    💧 Water
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    🌍 Earth
    Electricity
    ❄️ Ice
    ☠️ Poison, Mud, Rocks
    ✨ As well as Arcane, Dark, Monstrous, and other mystical spell types.

    Each category is organized into individual folders, with multiple variations for every spell, giving you complete flexibility to choose the perfect sound for each moment, All this makes a total of 44 different spells.
    Just like in Volume 1, every sound in this collection was recorded, edited, and mastered at 192 kHz / 24-bit, ensuring top-tier quality and adaptability—perfect for professional sound designers or anyone looking for drag-and-drop magical effects for games, trailers, animations, or any audio-visual production.

    More about the pack
    – Intuitive file naming
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    – 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
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    – Format: 192KHz / 24 bits
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    Steller Sea Lions
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    It’s everything you’d need for any linear or game media.

    The Herring spawn (or Herring run) happens every spring along eastern Vancouver Island. Adult Pacific Herring congregate in huge numbers along the coastal shorelines.
    This brings an abundance of wildlife to the coastal areas of Vancouver Island.

    Keywords: BARKING, BARK, BREATH, GURGAL, SPUTTER, EXHALE, GROAN, GUTTURAL, SNORT, BELCHES, ROAR, BLEATS
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    Raw Recordings

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    Our foley features a total of a stereo A/B pair of Neumann KMR81i mts which are placed on both the left and right of the gun. All of the foley has been recorded at 192kHz for extreme processing workflows.

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    UCS compatible metadata embedded

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Exhibitors and New Technology Showcased

Walking through the exhibits at GDC 2023 was like taking a stroll through a technology lover’s paradise. The GDC Play exhibit was filled with indie developers showing off their latest creations. It was exciting to see the passion that these developers had for their work and the unique ideas that they brought to the table. You got to try out some of the games and offer feedback to the developers, which felt like you were making a real impact in the industry.

The alt.ctrl.GDC exhibit was a unique experience that you couldn’t find anywhere else. It showcased games that were controlled by unconventional methods, such as a custom-built arcade machine or a VR game controlled by a banana! It was amazing to see the creativity and ingenuity that went into making these games, and it was fun to try them out and see how they worked.

The Business Center exhibit was the place to be if you were interested in the business side of the video game industry. You got to meet with representatives from various companies and learn about their products and services. It was a great opportunity to make new connections and learn about the latest trends in the industry.

It was inspiring to see the new technologies that were being developed and to think about how they could shape the future of gaming

Finally, the IGF Pavilion was the perfect place to see the most innovative games and technologies of the year. The atmosphere was buzzing with excitement as you walked around and saw the incredible projects on display. From virtual reality to augmented reality to the latest in mobile gaming, there was something for everyone. It was inspiring to see the new technologies that were being developed and to think about how they could shape the future of gaming.

 

Suggestions for Improvement

Based on my experiences at GDC 2023, there are definitely a few things that I would do differently to have an even better experience next year. Firstly, I would opt for the audio pass instead of the expo pass. While the expo pass was great for exploring the exhibits, I found myself missing out on some of the more technical talks and sessions that required the audio pass. The audio pass would give me access to a wider range of sessions and talks, and I would be able to learn more about the latest advancements in game audio technology.

I found that volunteering at the events in general allows me to connect with people who have similar interests and goals, and I would definitely recommend this to anyone attending GDC for the first time

Additionally, I would look for more volunteering options to recommend to my various discord communities. Volunteering at Black in Gaming not only gave me a chance to attend the event, but it also allowed me to network with other volunteers, attendees, and industry professionals. I found that volunteering at the events in general allows me to connect with people who have similar interests and goals, and I would definitely recommend this to anyone attending GDC for the first time.

Finally, for first-time attendees of GDC, I would recommend doing as much research as possible beforehand. This includes creating a schedule of the talks and sessions that you want to attend BEFOREHAND, researching the speakers and exhibitors, and also the unofficial networking events with other attendees before even flying out. It’s also important to take breaks and pace yourself during the event, as there is a lot to see and do, along with a lot of walking.
 

Conclusion

Overall, GDC 2023 was a truly unforgettable event that has inspired me to continue pursuing my passion for video game development. From the informative and inspiring keynote speakers to the engaging after-hours events and parties, and the exciting new technology showcased in the exhibits, the event was a culmination of all things video games. The networking opportunities were plentiful, and I had the opportunity to meet and connect with a diverse group of individuals. I would love to meet anyone who took anything out of this review to contact me anytime, especially if you would like to meet me there at GDC in 2024.

A big thanks to Wayne M Messam II for sharing his GDC 2023 experiences! Learn more about him and his work as a sound designer 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:

  • Metal Core Alliance is a library created to bring colossal machines, futuristic metallic environments, and large-scale robots to life. Ideal for video games, film, or any project requiring high-impact mechanical sound design.

    In this collection, you’ll find 613 high-resolution (192 kHz / 24-bit) sounds carefully designed and organized into categories for easy creative use:
    🔹Auto Deployment Unit
    🔹Biotitan
    🔹Bionic Spike Rotator
    🔹Brutal Metal Assembly
    🔹Malfunctioning Unit
    🔹Mech (robots, mechas, and more)
    🔹Mechanical Shrinking Gear
    🔹Mechanical Shrinking Pillar
    🔹Sci-Fi Doors (locks, heavy, sliding…)
    🔹Turrets
    🔹 Whoosh (cyber, mech, robotic…)
    🔹Bonus 🎁

    Each category was created with those gigantic mechanisms we see in so many science fiction movies and video games in mind. To achieve this, we used real recordings of heavy machinery, metals, and industrial textures that add authenticity and power.

    All sounds have been recorded and edited at 192 kHz – 96 kHz / 32-24 bits, and are delivered in 192 kHz / 24 bits, allowing them to be stretched, distorted, slowed down, or manipulated without losing quality or detail.

    Metal Core Alliance is not just a library: it’s a versatile, creative, and brutally powerful sound design kit, designed to shape mechanical worlds with their own unique personality.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding Robots, Machines, Gears, etc…[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 other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 613 sounds
    – Number of Audio Waves: 613
    – Format: 192KHz / 24 bits
    – Do Sound FX loop: Yes
    – Win/Mac: Yes
    – Minutes of audio provided: 25 minutes

  • The Demonic Pigs audio library features 12 terrifying pig creature squeals, perfect for any horror film or game that is sure to strike fear into your audience.

  • Enter the realm of fantasy, where mythical creatures roam and legends come to life in a symphony of imagination. From the lumbering footsteps of trolls to the haunting moans of zombies, each sound captures the essence of otherworldly beings. Experience the mischievous cackles of goblins and the eerie calls of giant insects echoing through enchanted forests. Whether it’s the ominous presence of a kraken beneath the waves or the skeletal rattles of undead skeletons, these sounds transport listeners to a realm where magic and mystery reign supreme.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Delirium is a sound effects toolkit, lovingly prepared to accompany your unique and personal descent into madness. Bask in the radiance of wobbling washes of muffled screams, or perhaps some swaying, spiralling tones that make you feel dizzy and nauseous!

    Designed primarily using Madrona Labs SUMU, Delirium is perfect for creating tension-filled atmospheres, hypnotic trances, dream sequences, hallucinations and generally unusual, other-worldly situations. Wavering drones that are writhing and moving, fragmented vocal splinters of what used to be human voices before they were dragged into the void, static bursts of interference from a long forgotten transmission that should never have been found… that sort of thing.

    It does cover some areas that are more grounded in the real world (Comms Static, UI Glitches), but the majority of stuff in here is proudly un-tethered from reality.

    The library is broken down into the following categories and sub categories as part of its comprehensive UCS metadata.

    • COMMUNICATIONS: Static, Telemetry – Scrambled, Lofi, Glitch
    • DESIGNED: Distortion, Drone, Eerie, Ethereal, Granular, Rhythmic, Rumble, Synthetic, Tonal, Vocal, Whoosh – Bubbling, Clicks, Demonic, Energy, Evolving, Fizzing, Gloopy, Gritty, Hissing, Metallic, Movement, Muffled, Neutral, Pulsing, Rattling, Riser, Robotic, Scrambled, Spinning, Static, Steady, Submerged, Sweeteners, Swells, Synth, Texture, Throbbing, Tonal, Watery
    • MAGIC: Shimmer, Spell – Fragments, Metallic, Movement, Steady, Swells, Tonal, Vocal
    • SCIFI: Energy – Evolving, Movement, Riser, Steady, Surges, Swells, Texture
    • USER INTERFACE: Data, Glitch, MotionGritty, Malfunction, Movement, Smooth, Watery, Gestures

    The sounds of Delirium will allow you to travel to weird, wonderful and sometimes unpleasant places with your sonic creations whilst maintaining subtlety and versatility. They are layers waiting to be interwoven, a bag of choice ingredients, a palette of strange colours. Go forth and paint!!!

    Artwork by Frank at Freakshow Industries.

  • Step into a world of spells, mysticism, and creative power with Spells Variations Vol. 2, the follow-up to our acclaimed magical sound collection. This time, we’ve expanded the elemental and thematic range, offering 405 professionally crafted sound effects that are fully categorized and ready to use.
    Inside, you’ll find a wide variety of magical types:
    🔥 Fire
    💧 Water
    🌪️ Air
    🌍 Earth
    Electricity
    ❄️ Ice
    ☠️ Poison, Mud, Rocks
    ✨ As well as Arcane, Dark, Monstrous, and other mystical spell types.

    Each category is organized into individual folders, with multiple variations for every spell, giving you complete flexibility to choose the perfect sound for each moment, All this makes a total of 44 different spells.
    Just like in Volume 1, every sound in this collection was recorded, edited, and mastered at 192 kHz / 24-bit, ensuring top-tier quality and adaptability—perfect for professional sound designers or anyone looking for drag-and-drop magical effects for games, trailers, animations, or any audio-visual 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
    – 405 spell sounds
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 22:26

    18 %
    OFF
  • Animal Sound Effects Steller Sea Lions Play Track 24+ sounds included, 17 mins total $38

    Steller Sea Lions
    The Steller Sea Lions library is a mini library of stereo recordings from an expedition up the coast of Vancouver Island. In this library you will find a variety of vocalizations from a colony of over 200 Steller Sea Lions.
    It’s everything you’d need for any linear or game media.

    The Herring spawn (or Herring run) happens every spring along eastern Vancouver Island. Adult Pacific Herring congregate in huge numbers along the coastal shorelines.
    This brings an abundance of wildlife to the coastal areas of Vancouver Island.

    Keywords: BARKING, BARK, BREATH, GURGAL, SPUTTER, EXHALE, GROAN, GUTTURAL, SNORT, BELCHES, ROAR, BLEATS
    ZAP Library - Steller Sea Lions
    16 %
    OFF
  • The Master Gun Ultimax 100 Sound Effects library is recorded using a large array of various microphone configurations, we recorded shots from several distances in an open shooting range in the Nevada Desert.

    Raw Recordings

    Our raw shots features a total of 20 channels including 10 Stereo sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of a stereo A/B pair of Neumann KMR81i mts which are placed on both the left and right of the gun. All of the foley has been recorded at 192kHz for extreme processing workflows.

    Designed Mixes

    Created from the ground up we’ve designed a collection of game-ready mixes for your next project. If you are creating your own custom weapons system and would like to use our designed mixes in your project, you can use our no-tail options which are our realistic designed mixes without our tail layers. Just drag, and drop.

    UCS compatible metadata embedded

    All files contain extensive metadata to provide you with the fastest and easiest workflow possible. Metadata can be read and processed by audio management tools. Some digital audio workstations feature an included search tool that can also read embedded metadata.

  • 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.


   

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