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:

  • THE ULTIMATE WATER SOUND RESOURCE
    Discover the versatile world of aquatic audio with WATER IN MOTION, a sound library designed to provide sound designers and game audio professionals with an extensive array of water sounds. This library equips you with the tools to create your very own sound effects and design water foley scenes right out of the box.

    Putting sound quality and versatility at the forefront we captured every detail of the water sounds with highest precision. The result is a collection of extremely clean sounding water recordings that let you shape the sonic character to your specific needs! Every sound was recorded with a mono center microphone (MKH 8050 or Sanken co-100k) and a matched stereo pair of MKH 8040s by Sennheiser (note: only the nature-sounds and the designed tools have no mono file).

    DIVE INTO THE WORLD OF WATER SOUND DESIGN
    The library is split into two main sections: RECORDINGS and DESIGNED TOOLS. The RECORDING folder has every water sound you need ranging from simple bubbles to roaring waterfalls, rain, ocean waves, tons of everyday sounds, experimental water recordings, various movements and tiny to huge splashes. The DESIGNED TOOLS section comes with a vast array of pre-designed water sounds from big splashes, liquid whooshes, magic spell elements and morphing sounds to underwater ambiences and short textures.

    Watch the walkthrough video to dive deeper into the world of WATER IN MOTION!

    WHAT’S INSIDE (FILES / SOUNDS)

    • Bubbles (84 / 440+)
    • Everyday (172 / 830+)
    • Experimental (77 / 370+)
    • Movements (60 / 420+)
    • Nature (46 / 55)
    • Splashes (36 / 310+)
    • Tools – Ambiences (21 / 21)
    • Tools – Impacts / Hits / Splashes (21 / 190+)
    • Tools – Movement / Whooshes (40 / 320+)
    • Tools – Short Textures (48 / 48)
  • Elevated and Designed FIRE sounds


    Welcome to the first in our new Element Series: FIRE. The Element series will feature highly designed sounds as well as expertly recorded raw source recordings. With FIRE we spared no expense to experiment with tons of different props and sources. From a double ended fire staff all the way to a “plasma gun” fire tube. Can you ever have enough FIRE? We don’t think so. FIRE is a collaboration between SoundMorph, Jason Cushing, Tibo Csuko & Boris Karekine. FIre contains more than 3.4GB / 675+ files.


    WHAT’S INSIDE

    All files are 24bit/96khz .WAV stereo files, all meticulously embedded with Soundminer & Basehead metadata. FIRE contains the following folder categories:

    • Designed Sounds
    • Blasts
    • Burning
    • Fire Ball
    • Fire Staff
    • Ignition
    • Matches
    • Plasma Gun
    • Textures
    • Torch
    • Whoosh
  • Need the sound of utter destruction, debris, bomb blasts, and chaos – recorded in high definition sound, with multiple perspectives and tons of different materials? That's what you get right here:

    As sound designers, we always need these types of highly useable sounds, and with the creation of Matter Mayhem, we've gone above and beyond. Spanning 5 months of recording out in the field and designing in the studio, SoundMorph is very proud to bring you one of our largest produced libraries ever! If you need debris and destruction, Matter Mayhem is a solid choice to add to your collection!

    Matter Mayhem was created in collaboration with Frederic Devanlay (Sinematic, Solar Sky) and Cedric Denooz (Future Weapons), and contains 1,500+ sounds / 5.75Gb of 24bit/96khz .WAV files, all meticulously embedded with Soundminer & Basehead metadata.

    The library includes sounds like Big Blow Ups – Stoney Structures • Big Blow Ups – Wood Structures • Near, Mid, and Far Perspectives • Bomb Blasts • Blow Ups – Stone, Pebble, Metal, Wood • Debris – Stone, Wood, Glass, Plastic • Collapses • Scaffold Impacts • Whoosh Objects • Designed Debris • First Person Debris • Metal Objects.

    So if you're looking for the sound of destruction, this one delivers!

  • Creature Sound Effects WINGS Play Track 1444+ sounds included From: $99

    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.

    All single flaps have been careful edited, allowing for unique speed or rate adjustments.

    Pick your preferred version at the introductory prices below:


Latest releases:

  • City Life Sound Effects City Ambiences 2 Play Track 30 sounds included, 180 mins total $14.99

    Immerse your players in the sounds of the city with our 30 City Ambience Sound Recordings pack. Featuring a rich variety of urban soundscapes, this collection includes recordings of city traffic from both the street and rooftop perspectives, the calming patter of rain falling in the city, lively playground sounds, birds singing in the morning. Perfect for adding authentic, atmospheric depth to any game environment, these versatile sound effects are ideal for creating dynamic cityscapes and enhancing the realism of urban settings. Whether you’re building bustling streets or quiet, rainy corners, this pack provides the perfect backdrop for your game world.

    Features:

    • City Streets
    • Rooftop Ambiences
    • Morning and Evening Ambiences
    • Traffic and Motorcycles
    • Kids Playgrounds
    • Raining in the City
    • Birds in the City
  • 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.

  • Animal Sound Effects Baby Birds Play Track 71 sounds included $7.99

    This is a sound library containing some extremely close up recordings of nesting Great Tits, from a few hours after hatching through to fledging.

    Features:

    • 71 audio files in 24 bit 96kHz quality WAV format
    • All files have UCS compliant metadata and naming, allowing for easy searching in sound library management tools
    • Available for commercial or personal use without attribution
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  • Step into the shadows with Dark Dungeon Soundscapes Pt. 2, the soundscapes collection for game developers, filmmakers, and creators seeking spine-chilling atmosphere. This second edition brings you even deeper into the abyss with haunting ambient textures, eerie whispers, unsettling drips, distant screams, and the deep echoes of forgotten catacombs.

    Designed for horror and cinematic projects, these soundscapes will set the perfect tone for dark fantasy, gothic horror, or deep dungeon-crawling adventures. Whether you’re unveiling an ancient crypt, leading players into a cursed temple, or orchestrating a demonic ritual, these immersive sounds will pull your audience into the darkness.

    🔥 Features:

    Diverse environments, from eerie ruins to underground horrors

    Seamless looping for extended play sessions

     

  • Car Sound Effects Speed Engines Play Track 102 sounds included, 15 mins total $10

    Rev up your creativity with Speed Engines Sound Effects, a collection of roaring, revving, and accelerating engine sounds. Perfect for game developers, filmmakers, and content creators, this pack features a variety of engine types, from thunderous muscle cars to high-speed motorcycles.

    Each sound is recorded to deliver crisp, immersive audio that brings speed and power to life. Whether you’re working on a racing game, an action-packed movie, or a thrilling YouTube video, these sound effects will add adrenaline-pumping realism to your project.

    🔥 Features:
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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.
 

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:

  • THE ULTIMATE WATER SOUND RESOURCE
    Discover the versatile world of aquatic audio with WATER IN MOTION, a sound library designed to provide sound designers and game audio professionals with an extensive array of water sounds. This library equips you with the tools to create your very own sound effects and design water foley scenes right out of the box.

    Putting sound quality and versatility at the forefront we captured every detail of the water sounds with highest precision. The result is a collection of extremely clean sounding water recordings that let you shape the sonic character to your specific needs! Every sound was recorded with a mono center microphone (MKH 8050 or Sanken co-100k) and a matched stereo pair of MKH 8040s by Sennheiser (note: only the nature-sounds and the designed tools have no mono file).

    DIVE INTO THE WORLD OF WATER SOUND DESIGN
    The library is split into two main sections: RECORDINGS and DESIGNED TOOLS. The RECORDING folder has every water sound you need ranging from simple bubbles to roaring waterfalls, rain, ocean waves, tons of everyday sounds, experimental water recordings, various movements and tiny to huge splashes. The DESIGNED TOOLS section comes with a vast array of pre-designed water sounds from big splashes, liquid whooshes, magic spell elements and morphing sounds to underwater ambiences and short textures.

    Watch the walkthrough video to dive deeper into the world of WATER IN MOTION!

    WHAT’S INSIDE (FILES / SOUNDS)

    • Bubbles (84 / 440+)
    • Everyday (172 / 830+)
    • Experimental (77 / 370+)
    • Movements (60 / 420+)
    • Nature (46 / 55)
    • Splashes (36 / 310+)
    • Tools – Ambiences (21 / 21)
    • Tools – Impacts / Hits / Splashes (21 / 190+)
    • Tools – Movement / Whooshes (40 / 320+)
    • Tools – Short Textures (48 / 48)
  • Need the sound of utter destruction, debris, bomb blasts, and chaos – recorded in high definition sound, with multiple perspectives and tons of different materials? That's what you get right here:

    As sound designers, we always need these types of highly useable sounds, and with the creation of Matter Mayhem, we've gone above and beyond. Spanning 5 months of recording out in the field and designing in the studio, SoundMorph is very proud to bring you one of our largest produced libraries ever! If you need debris and destruction, Matter Mayhem is a solid choice to add to your collection!

    Matter Mayhem was created in collaboration with Frederic Devanlay (Sinematic, Solar Sky) and Cedric Denooz (Future Weapons), and contains 1,500+ sounds / 5.75Gb of 24bit/96khz .WAV files, all meticulously embedded with Soundminer & Basehead metadata.

    The library includes sounds like Big Blow Ups – Stoney Structures • Big Blow Ups – Wood Structures • Near, Mid, and Far Perspectives • Bomb Blasts • Blow Ups – Stone, Pebble, Metal, Wood • Debris – Stone, Wood, Glass, Plastic • Collapses • Scaffold Impacts • Whoosh Objects • Designed Debris • First Person Debris • Metal Objects.

    So if you're looking for the sound of destruction, this one delivers!

  • Creature Sound Effects WINGS Play Track 1444+ sounds included From: $99

    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.

    All single flaps have been careful edited, allowing for unique speed or rate adjustments.

    Pick your preferred version at the introductory prices below:

Explore the full, unique collection here

Latest sound effects libraries:
 
  • City Life Sound Effects City Ambiences 2 Play Track 30 sounds included, 180 mins total $14.99

    Immerse your players in the sounds of the city with our 30 City Ambience Sound Recordings pack. Featuring a rich variety of urban soundscapes, this collection includes recordings of city traffic from both the street and rooftop perspectives, the calming patter of rain falling in the city, lively playground sounds, birds singing in the morning. Perfect for adding authentic, atmospheric depth to any game environment, these versatile sound effects are ideal for creating dynamic cityscapes and enhancing the realism of urban settings. Whether you’re building bustling streets or quiet, rainy corners, this pack provides the perfect backdrop for your game world.

    Features:

    • City Streets
    • Rooftop Ambiences
    • Morning and Evening Ambiences
    • Traffic and Motorcycles
    • Kids Playgrounds
    • Raining in the City
    • Birds in the City
  • 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.

  • Animal Sound Effects Baby Birds Play Track 71 sounds included $7.99

    This is a sound library containing some extremely close up recordings of nesting Great Tits, from a few hours after hatching through to fledging.

    Features:

    • 71 audio files in 24 bit 96kHz quality WAV format
    • All files have UCS compliant metadata and naming, allowing for easy searching in sound library management tools
    • Available for commercial or personal use without attribution
    43 %
    OFF
  • Step into the shadows with Dark Dungeon Soundscapes Pt. 2, the soundscapes collection for game developers, filmmakers, and creators seeking spine-chilling atmosphere. This second edition brings you even deeper into the abyss with haunting ambient textures, eerie whispers, unsettling drips, distant screams, and the deep echoes of forgotten catacombs.

    Designed for horror and cinematic projects, these soundscapes will set the perfect tone for dark fantasy, gothic horror, or deep dungeon-crawling adventures. Whether you’re unveiling an ancient crypt, leading players into a cursed temple, or orchestrating a demonic ritual, these immersive sounds will pull your audience into the darkness.

    🔥 Features:

    Diverse environments, from eerie ruins to underground horrors

    Seamless looping for extended play sessions

     

  • Car Sound Effects Speed Engines Play Track 102 sounds included, 15 mins total $10

    Rev up your creativity with Speed Engines Sound Effects, a collection of roaring, revving, and accelerating engine sounds. Perfect for game developers, filmmakers, and content creators, this pack features a variety of engine types, from thunderous muscle cars to high-speed motorcycles.

    Each sound is recorded to deliver crisp, immersive audio that brings speed and power to life. Whether you’re working on a racing game, an action-packed movie, or a thrilling YouTube video, these sound effects will add adrenaline-pumping realism to your project.

    🔥 Features:
    ✅25 – Engine SFX / 77 – Pass By
    ✅ Variety of engine types and variations
    Royalty-free – use in commercial & personal projects with no extra fees
    ✅ Ready for use in games, films, and multimedia projects


   

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