Asbjoern Andersen


GameSoundCon is one of the world’s most influential conferences on game audio, and this year’s event takes place at the Millennium Biltmore Hotel in LA on Nov. 3-4. But what’s the story behind the event, what’s in store this year – and as a visitor, how do you make the most of the conference? I decided to get in touch with GameSoundCon founder Brian Schmidt to find out:
 

Hi Brian, please introduce yourself and GameSoundCon:

Thank you for the opportunity to talk with you! I’m Brian Schmidt, founder and Executive Director of GameSoundCon. I started in game audio in 1987, and have alternately been a freelancer and full employee working the whole time in game music and sound design. I’m just now finishing up the score for “Game of Thrones” pinball (the actual, physical pinball, not a simulator! :).

GameSoundCon is a conference dedicated to sharing knowledge about composing music for games and video game sound design. We have a combination of masterclasses, panel sessions as well as some hands-on training in game audio development tools and sessions for everyone from the rank rookie to the seasoned veteran.
 

Who is GameSoundCon aimed at?

GameSoundCon is for composers, sound designers and other audio professionals who work on games or would like to.

We have three main groups who come to GameSoundCon. The first is composers, sound designers, recording engineers, etc who mostly work in other media—most typically Film, TV, etc.—but haven’t had much or any experience in games and would like to know the lay of the land.

The second group is the seasoned game audio professionals. They know the business, having worked on anything from casual, mobile games to AAA blockbusters and want to keep their finger on the pulse of the industry.

We have a separate ‘session track’ for each: In Game Audio Essentials, we cover the nuts and bolts of game audio, from technical to creative to business. Think of it as a Game Audio 101 Cram Course in two days. The second track is Game Audio Pro. That’s where we have sessions about more advanced topics in game audio. Physical modelling, advanced interactive compositional techniques, the state of audio for Virtual Reality and so on

The final group attends our hands-on training sessions in FMOD or Wwise. This group generally is pretty well versed in game audio, but want to go through the sessions (presented by the people who create the tools) to quickly get up to speed on the latest in game audio design tools.

I’ve had some multi-decade veterans attend some of the “Essentials” sessions and say “wow, I didn’t know that”

People are free to go between all the different tracks, and I’ve had some multi-decade veterans attend some of the “Essentials” sessions and say “wow, I didn’t know that” or go to one or two specific hands-on sessions.

What’s the most fun is seeing all the groups get together and feed off each other. We host a big mixer/networking event after the first day, and the conversations during that are amazing.
 

How did GameSoundCon get started in the first place, and what have been some of the major milestones for the conference since then?

I started GameSoundCon in 2009, back when it was only the “Essentials” track; sort of a “Game Audio 101” masterclass. I started it because during my 10 years at Microsoft, I saw a lot of game titles being developed, and I also saw a lot of composers and sound designers coming from more traditional media doing their first games. And I started to see a pattern. While all extremely talented, they were all stumbling over the same issues; issues that have no counterpart in Film, TV or commercial music. Things like composing for interactivity, dealing with technical issues like streaming, memory limitations, compression, or not understanding how very fundamentally different games are from traditional media.

While all extremely talented, they were all stumbling over the same issues; issues that have no counterpart in Film, TV or commercial music

That’s what made me think a conference, where we teach everyone those very unique technical, creative and even business challenges of composing music for video games or doing video game sound design would be beneficial. So when someone new to the industry did their first game, they wouldn’t be blindsided by terms like “Ogg vorbis,” “perforce” or “vertical vs horizontal” interactive music.

A big milestone for us was 2013, where we expanded the format to include the “Game Audio Pro” track and adding the hands-on training. That meant more than quadrupling the space (the original GameSoundCon was a single room; this year we have 7 reserved at the venue) and reaching out to people experienced in games.
 

What sort of planning and preparation goes into organizing the conference? It must take a lot of effort to get all the panels, sessions and masterclasses in place?

It’s a lot of work, but it’s also a lot of fun. When I was program manager for audio at Xbox, I gave a LOT of talks and presentations (I think I counted around 150 or so), so I had a really good idea on how I wanted to organize the content in the early days. This year I had a record number of talk submissions, and it was really hard to choose. I try to round it out among specific topics I know I want to cover (business, technical, creative essentials), but then see where the submissions take me. I do try to balance the sessions out, so that we cover some production issues, some sound design issues, some music issues, a bit of VO, etc. Game Audio is very broad and even with 2 main tracks; it’s hard to cover everything.
For the hands-on FMOD and Wwise sessions, I generally let the people at FMOD and WWise figure out what they want to present; they are top notch and they pretty much take care of everything.
 

Aside from the sessions, what else does GameSoundCon have?

As mentioned, one of the highlights of GameSoundCon is our networking mixer. It’s a chance for attendees to unwind, talk and meet each other as well as our speakers and panelists. We also have a variety of companies demonstrating game audio technologies or other tools and products. The mixer immediately follows the keynote, so the room is fresh from being inspired. There’s something about bringing 250 composers and sound designers together in a room for two days and geeking out over game music and sound design.
 

Does this year’s conference have a specific theme?

Audio for VR’s going to be given some extra highlights. That is an area—like much in game audio—where the road ahead is largely unpaved. I also have a couple deliberate talks on making virtual orchestra sound real. Although a lot of game music is scored with live musicians, the bulk of game music is created by the composer alone with their DAW. Laura Karpman is giving a talk on how to best compose and sequence to make virtual instruments come to life, and the incredibly prolific film and game music mixer, John Rodd follows Laura’s talk with expert advice on mixing and mastering a virtual session.
 

And what are some of the highlights?

I’m thrilled to have Chance Thomas provide our keynote this year. Chance has been a leader in the game audio community for well over a decade—he was responsible for putting together a committee which successfully lobbied NARAS to make video game music eligible for a GRAMMY award. His work on games like Lord of the Rings and DOTA 2 are incredible, his passion for the industry shows in everything he does.

It always awe-inspiring to hear what literally a century’s (or more) worth of experience has on their collective minds

Chance is also the author of the forthcoming textbook, “Composing for Games” soon to be published by Focal Press.

I always love the roundtables. For the past several years, we have ended the conference bringing everyone together for the final 2 sessions: the Composer’s roundtable and the Audio Director’s roundtable. It always awe-inspiring to hear what literally a century’s (or more) worth of experience has on their collective minds..
 

When you look at the conference lineup this year – and game audio in general – what trends are you noticing?

As I mentioned, AR/VR will definitely be on peoples’ minds. Between simulated 3D sound, virtual music, there is such an open palette of possibilities. And frankly, that’s one of the best things about game audio. Although we are getting mature as an industry, there is so much yet out there that is uncharted.

It’s also clear that the casual/mobile industry isn’t going away anytime soon. According to a recent article in Gamasutra, last year the app store was seeing 500 new games per day. While that’s not the greatest news for developers trying to stand out, it’s actually pretty good news for composers, since a goodly portion of those games hires composers and sound designers.


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


Trending right now:

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    • In Nature Roomtones: Deserts, get a collection of ambiences with zero wildlife and barely audible wind. Hear the nothingness of desert plains and open sparseness of mountain valleys resonated by barely audible wind. Hear wildlife-free, natural roomtones from 44 different locations perfect for your post-apocalyptic productions or as atmospheric beds for any type of environment.

    • This library offers you an extensive collection of ambiences with sparse flora and zero fauna from winter nights in the desert. Hear the majestic sparseness of desert nights perfect for your dystopian adventure story.

    2% FOR THE ENVIRONMENT & CARBON NEUTRAL:
    • Two percent of the price of this library is donated to an environmental cause, as an “artist royalty” for the planet!
    • Carbon offset credits were purchased to offset my field recording travel for this library.

    KEY FEATURES:
    • 2-5 minutes clips from 44 different locations
    • Mountain valleys
    • Mountain ridge tops
    • Barely audible wind
    • Light wind with distant winter grass
    • Nothingness
    • Zero wildlife and insects
    • Zero water
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    FILE LIST & METADATA:
    • View larger version or Download CSV
    MORE INFO:
    • Read 40+ testimonials for Thomas Rex Beverly Audio
    • Read my Field Recording Mastering Rules and learn more about how these recordings were mastered.
    • Browse the Library Info Master List to compare specs on all my libraries.
    • Browse the Metadata Master List to search my entire catalog.
    • MD5 and SHA 256 Checksums are included for each zip file in my catalog. Use these hashes to check the integrity of your downloaded files.
    What’s the different between “nature roomtones” and “quiet nature” sound libraries? 

    Nature Roomtones: These are natural soundscapes with zero fauna, sparse flora, and sparse water. These recordings are location nonspecific because there is zero wildlife. As a result, these sounds can be used as a foundation for any natural environment you create.
    Quiet Nature: These are natural soundscapes with sparse fauna, sparse flora, and sparse water. These recordings are geographically linked to a place because of the wildlife present in the recordings.

    GEAR USED:
    • Sennheiser 8040s in ORTF
    • Sennheiser MKH 8040 and MKH 30 in MS
    • Sennheiser MKH50 and 30 in MS
    • Sound Devices 702
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    Masterminded by sound designer Nathan Moody, this library’s unique sonic language delivers about five hours of material, pushed hard through op amps, transistors, tubes, and transformers. Boutique and unique, customized synthesizer modules were used in conjunction with mastering-grade studio hardware to create sounds that range from retro and cute to modern and devastating.

    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

    But the flexibility doesn’t stop there. Reversing the sounds suddenly turns charge-ups into body elements, and vice versa. Each group has some frequency overlap with the others, so they can be mixed interchangeably outside of their labeled or intended uses with filtering and time/pitch manipulation. While the sounds are designed to be layered with themselves, this library plays very well with others, providing thousands of sweeteners to “tech up” any near-future gun or projectile-based firearm, magical attacks, superhuman abilities, or even user interface elements.

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    2. Audi Q5 2008 compact crossover SUV sport utility vehicle

    3. Lada Niva 1977 off-road compact SUV sport utility vehicle

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Need specific sound effects? Try a search below:


What has been one of your proudest moments with GameSoundCon?

I’ve felt proudest by the incredible support I’ve had for GameSoundCon from my friends and colleagues in the game audio community: the speakers, panelists have all been incredibly supportive and giving. Almost without exception the people in the game audio community love to give back, love to share their knowledge, passion and expertise in game music and sound design. It’s a community that doesn’t quite exist in other areas of game development.

I also love it when I run into someone who attended a GameSoundCon some years before and discover that they’re working at EA, or Sledgehammer, or have written some incredible game score, or speaking at GameSoundCon! It’s a great feeling.
 

For people who will be attending the conference for the first time this year, how do you recommend they prepare, and what do you think will surprise them the most?

Just arrive with an open mind and be well rested! We dish out a lot of content in just 2 days, and it can be a bit overwhelming. You will want to look at the agenda ahead of time so you can map out which sessions you want most to attend.
 

For those new to the industry, people almost always say they are stunned at how much information the presenters share

If you are going to partake in “speed mentoring” (6 minutes with selected GameSoundCon speakers and game audio professionals) you might want to bring a demo of your best stuff for critique (but we do limit demos to 60 seconds, please).

For those new to the industry, people almost always say they are stunned at how much information the presenters share. That how, in such a competitive environment, they are willing to share what they know and talk about what it is they do and give details on how they do it. I like to joke that there are so few people who understand what it is that we do, that once we find people willing to listen, we can’t shut up about it!
 

You still have early-bird tickets available – where can people find these?

Earlybird tickets, as well as a listing of our speakers and sessions are online at www.GameSoundCon.com (Register by Oct 2 to get the earlybird discount!)
Last year, the conference completely sold out, so it was pretty exciting.
 

A big thanks to Brian Schmidt for sharing the story behind GameSoundCon. Be sure to hop on over to the GameSoundCon website to read more about the event + secure some tickets.
 

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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:

  • Firearms Sound Effects Analogue Ordinance Play Track 6300+ sounds included, 293 mins total $96

    Analogue Ordinance is a massive construction kit for science fiction weapon sounds, made entirely with hardware synthesizers, mastered entirely in the analogue domain, and with more variations per sound than any library of its kind. Absolutely no software plug-ins of any kind were used in its creation, except for its collection of ready-to-use designed sounds to show what can be done with the library’s constituent parts.

    Masterminded by sound designer Nathan Moody, this library’s unique sonic language delivers about five hours of material, pushed hard through op amps, transistors, tubes, and transformers. Boutique and unique, customized synthesizer modules were used in conjunction with mastering-grade studio hardware to create sounds that range from retro and cute to modern and devastating.

    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

    But the flexibility doesn’t stop there. Reversing the sounds suddenly turns charge-ups into body elements, and vice versa. Each group has some frequency overlap with the others, so they can be mixed interchangeably outside of their labeled or intended uses with filtering and time/pitch manipulation. While the sounds are designed to be layered with themselves, this library plays very well with others, providing thousands of sweeteners to “tech up” any near-future gun or projectile-based firearm, magical attacks, superhuman abilities, or even user interface elements.

    Add some hardware to your warfare. From concealable stun pistols to orbital artillery, Analogue Ordinance provides a fresh injection of new source material for your sci-fi weapon designs.

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    CRACKS is a large exploration of different cracking sound sources – cracking, crunching, breaking and creaking.
    I have recorded a number of different materials, designed and processed to create some more aggressive, powerful and ready-to-use destruction sounds.
    Bread, Cardboard, Celery, Ceramic, Chips, Glass, Ice, Icy vegetables, Leather, Paper, Pasta, Plastic, Polystyrene, Rocks, Snow, Wood.
    The library contains over 444 sound files – around 2,5 hours of sounds included in total.
    Originally recorded at 192 kHz with two Sennheiser MKH8040 and a Sound devices 702.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

    Update 3 – New sounds added to the library:
    Cracks has been updated with 71 new recordings, and completely renamed and tagged in UCS .
    A total of 2 GB of free additional content, bringing the total library size to over 7 GB in 515 files.
    Update 4 – New sounds added to the library:
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    A total of 1,8 GB of free additional content, bringing the total library size to over 8,5 GB in 586 files.
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    • Includes 578 files
    • All files in .Wav 96k 24bit
    • Plus game ready mp3 files
    • Inspired by today’s best App Games
    • Includes Soundminer metadata
    • 891.9 MB of samples

    Mobile Game features sounds such as:

    Bubbles • Building • Coins • Crafting • Mechanisms and Contraptions • Musical Stabs • Objective Completes • Pick Ups • Potions • Tonal Designed Organic fx • UI/Menu • Upgrades

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Firearms Sound Effects Analogue Ordinance Play Track 6300+ sounds included, 293 mins total $96

    Analogue Ordinance is a massive construction kit for science fiction weapon sounds, made entirely with hardware synthesizers, mastered entirely in the analogue domain, and with more variations per sound than any library of its kind. Absolutely no software plug-ins of any kind were used in its creation, except for its collection of ready-to-use designed sounds to show what can be done with the library’s constituent parts.

    Masterminded by sound designer Nathan Moody, this library’s unique sonic language delivers about five hours of material, pushed hard through op amps, transistors, tubes, and transformers. Boutique and unique, customized synthesizer modules were used in conjunction with mastering-grade studio hardware to create sounds that range from retro and cute to modern and devastating.

    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

    But the flexibility doesn’t stop there. Reversing the sounds suddenly turns charge-ups into body elements, and vice versa. Each group has some frequency overlap with the others, so they can be mixed interchangeably outside of their labeled or intended uses with filtering and time/pitch manipulation. While the sounds are designed to be layered with themselves, this library plays very well with others, providing thousands of sweeteners to “tech up” any near-future gun or projectile-based firearm, magical attacks, superhuman abilities, or even user interface elements.

    Add some hardware to your warfare. From concealable stun pistols to orbital artillery, Analogue Ordinance provides a fresh injection of new source material for your sci-fi weapon designs.

    20 %
    OFF
  • Water & Ocean Sounds Deep Underwater Designed Play Track 304 sounds included, 5 mins total $70

    Deep Underwater Designed is a collection of ready-made designed underwater sounds.

    The library includes a range of FX including various underwater movements, atmospheres, explosions and bubbles; this in combination with different sonic textures and deep underwater perspectives.

    Atmospheres are over 5 minutes in duration (for surround application).

    No hydrophones were used in the creation of this library.

  • Car Sound Effects SUVs Play Track 2225 sounds included, 328 mins total $200

    Compilation of 10 different SUVs. Sounds are recorded with RØDE NTG1, RØDELink Lav, Line Audio Omni1, Shure KSM137, Shure VP88, Sonorous Objects SO.3 FEL Pluggy XLR EM272 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II, Zoom F3 and Zoom H4n recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. The library is also available in UCS.

    Models:

    1. Alfa Romeo Stelvio 2016 compact crossover SUV sport utility vehicle

    2. Audi Q5 2008 compact crossover SUV sport utility vehicle

    3. Lada Niva 1977 off-road compact SUV sport utility vehicle

    4. Land Rover Freelander 2003 compact crossover SUV sport utility vehicle

    5. Mazda CX-5 2012 compact crossover SUV sport utility vehicle

    6. Nissan Qashqai 2006 compact crossover SUV sport utility vehicle

    7. Renault Captur 2013 subcompact crossover SUV sport utility vehicle

    8. Suzuki SX4 2006 subcompact crossover SUV sport utility vehicle

    9. Tesla Model Y 2020 electric mid-size crossover SUV sport utility vehicle

    10. Volkswagen Tiguan 2007 compact crossover SUV sport utility vehicle

     

  • SMALL MOTORS, BIG VALUE – TINY TECH IN ACTION
    The SB114 SMALL MOTORS Sound Effects Library is a collection of close-up recordings of various small electronic motors.

    WHIZ, WHIRS, REVS AND PURRS FOR YOUR PROJECT
    We captured the sounds of small electric motors from various household items, then meticulously edited them to be useful as practical effects or manipulated as sound design. Our recordings feature blenders, coffee grinders, drills, food processors, handheld massage vibrators, a tiny whipping frother, toothbrushes, razor/shavers, and a wine opener. Each sound was recorded in 24-bit/96kHz to minimize audio artifacts when processing as unique sound design. Every file includes Soundminer-compliant metadata and an organized file naming structure, allowing you to spend less time searching and more time creating.

    20 %
    OFF
    Ends 1727128799
  • Enhance your game with this Sci-Fi Menu Music Pack, featuring seamless loops designed for background ambiance in space-themed interfaces. Ideal for menus and GUIs, this collection offers immersive, ambient soundscapes that elevate the sci-fi experience. Perfect for creating a captivating and futuristic game atmosphere.

    10 %
    OFF
    Ends 1727128799

   

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