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:

  • Genres Anime Essentials Play Track 3386 sounds included $179

    BRING YOUR ANIME TO LIFE

    Infusing synthesized tones with distorted effects and tonal sweeps, the sounds in ANIME ESSENTIALS resonate with the surrealism and over-the-top dynamism found in modern-day masterpieces like One Piece, Full Metal Alchemist, or Cowboy Bebop. Be it thunderous impacts and explosions or mesmerizing shimmers, each intricately crafted sound holds the power to pump up any anime-style artistic pursuit.

  • CASUAL SOUND IN SERIOUS QUALITY

    Capture the attention with our expertly created UI sound effects, designed to delight and engage. Crafted for menu navigation, gameplay, rewards, and more to cover the core aspects of any casual game, video, or mobile experience. This collection is set to be go-to pool of sounds and will make your user interface sound design quick and easy. Drag, drop, and finish!

    CASUAL UI | Sound Effects | Trailer

    Upgrade your UI

    CASUAL UI covers a wide spectrum of sounds specifically designed for every aspect of a user interface and brings a playful dose of life into every tap, swipe, and click. With 15 categories, these high-quality, diverse sounds are created to be your UI sound foundation, providing you with the immediate flexibility you need to create an engaging auditory landscape.

    Feedback sounds

    Gaming and interactive content rely on sound to give feedback for actions and information. This casual games sound effects library was curated to give everything you need to build a positive and easy-going sonic base for your UI. From the excitement of discovering new game levels to achieving major milestones, these sounds transform user interactions into fun, memorable moments and keep audiences eager for more.

    From arcade to how-to
    With sounds that span from quirky and playful to neatly informative, CASUAL UI is a treasure trove designed to meet diverse creative needs – from positive videos to explainer content, and more – making it an indispensable tool in any content creator’s arsenal.

    INCLUDED SOUNDS – KEYWORDS
    CLICK, PLOP, WIPE, WHOOSH, CARD, COIN, POOF, EXPLOSION, IMPACT, SHIMMER, RATTLE, EFFECT, MATERIAL WOOD, MATERIAL PAPER, MATERIAL LIQUID, MATERIAL ROCK, UI, GAME, INTERFACE, MOBILE
  • Sci-Fi Sound Effects MATTER Play Track 914 sounds included $135

    FUTURISTIC SOUND DESIGN ELEMENTS
    MATTER is both a cutting-edge, futuristic sound effects collection of ready-to-use sounds and a source of original effects for science fiction sound design mayhem. From strange alien ambiences and bio tech spheres to laser bursts and punchy explosions, this collection is full of science fiction sound effects for film, games, and more.

    MATTER | Sound Effects | Trailer


    INCLUDED SOUNDS – KEYWORDS
    AMBIENCES, ABILITY CHARGES, ABILITY DEACTIVATES, ABILITY RELEASES, PARTICLES, IMPACTS, EXPLOSIONS, TEXTURES, WHOOSHES, TRAILER SOUND EFFECTS, FUTURISTIC SOUND EFFECTS
  • Rolling Objects, the next step of our Materials & Textures SFX series, is a diverse collection of 270 HQ sounds which covers a wide range of objects rolling on various surfaces.

    The possibilities you have with this library are genuinely endless. You can cover anything from vehicle sound design to landslides and giant boulders to more innovative concepts like drone textures and sci-fi mechanical movements.

    Some of the most exciting elements included are large metallic pipes rolling on concrete, tree logs and gravel sloping downwards, a Chinese meditation ball slipping from an aluminum rail, a metal barrel moving on various surfaces, various kid toys rolling on wooden surfaces.


Latest releases:

  • Variations

    From a few modern trunks and metal tool cases, to 17th. century wooden traveling chests, latches and hinges, and dust and dirt debris falling and sliding off lids, this library will fit into most categories where something old and creepy needs to be opened or closed.

    The library even include sounds of old rusty nails being removed from dry floor boards, and some tracks of hammering nails into wood too. Everything you might need (sound wise) to build a sound design around a vampire being trapped in a coffin, or being freed if you like.

    As an extra bonus, library includes 13 tracks of designed coffin sounds, packed with extra punch and creak.

    Not all boxes creak the same do they?

    Looking for the different objects for this project made me realize that finding trunks and chests that have a nice sound to them, can be quite tricky. Some of the more then 200 years old traveling trunks recorded for this library did not have a very interesting sound to them, and some did not make a creak or very powerful open/closing sound. Fortunately I was lucky to find a bit of both.

    I came across a local museum which had all sorts of categorized relics stored in chests and coffins, and was invited to go there record for a day. Many of the sounds included are the ones recorded her, where you literally could smell how much time has passed by.

    Recordings were done with a wide variety of microphones, where the Neumann Kmr81I and Sanken CO100K were the favorites.

    Storage rooms and basements

    Other objects for the sound effects library were found in friends storage rooms and basements. These were kept under less strict conditions and much of the time had a more gritty and worn out sound to them.

    We need more dirt debris

    Finally I have recorded a bunch of tracks of dirt and dust sliding off different lids to add to those old coffin openings. We all know that a great amount of stuff will reside on top of a coffin after a while.

  • This is the designed sources section of the Full FMW2 Library, featuring 797 unique sounds; 1GB of content.

    This collection includes foley, FX, pads, textures, transients and whooshes. Everything from the full version of FMW2.

    All files are delivered in pristine 24-bit/96kHz quality and follow the UCS naming convention, ensuring seamless integration into your workflow.

    Thank you for being part of this journey—your support means the world!
    (Looking for more? The Designed Weapons can be purchased separately, or you can unlock the full library to access the weapons, sources, and hundreds of additional sounds, all in one comprehensive package.)

    Have fun! :)

    AUDIO SUMMONERS

    10 %
    OFF
  • Austin Mini Cooper S Group 2 Rally car.

    60-s classic going full speed around the track.

    2 mic exhaust onboards setup and a variety of passbys in mono and stereo.

  • This is rather a mini library consisting of a fun full-speed flying lap around the Nurburgring in a Porsche 996 GT3 with an experienced driver.

    3 mics around the exhaust and engine bay and a stereo interior setup.

    Full speed German experience. Enjoy.

  • Birds of Central Europe is a meticulously curated audio library featuring 28 authentic bird songs and calls, with a total length of over 40 minutes. Recorded across diverse habitats in Central Europe, this collection is a treasure trove for ornithologists, sound designers, nature enthusiasts, and anyone seeking immersive soundscapes of European avifauna.

    The library showcases a variety of species and settings, capturing the vibrant life of mixed forests, deciduous woodlands, and urban environments during different seasons and times of day. From the melodic calls of the Common Chaffinch on a summer morning to the serene, wistful songs of the European Robin in autumn, this collection offers a comprehensive auditory journey through the region’s natural soundscape.

    Each track is recorded with high-quality equipment, including KM184 with a Telinga parabolic dish or KMR81i microphones, ensuring pristine sound quality, effective isolation from background noise, and an authentic listening experience. Whether you’re crafting a documentary, meditating with nature sounds, or exploring European bird species, Birds of Central Europe delivers unmatched clarity and diversity.

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:

  • Cinematic & Trailer Sound Effects Four Elements Play Track 3050 sounds included, 251 mins total $112.49
    FOUR ELEMENTS - Rock The Speakerbox Professional SFX

    Master the Art of Bending the Elemental Forces

     

    Unleash the raw power of fire, water, earth, and air with this comprehensive 9 GB sound library featuring 3050 high-quality sound effects across 630 files. Whether you’re designing cinematic soundscapes or enhancing video games Four Elements delivers the tools you need to harness the energy of the natural world.

    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

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  • Fire Sound Effects Dark Magic Play Track 1369 sounds included $149

    Dark Magic is a sonic portal into the realm of evil. This diverse collection of sound gives you everything you need to create magic spells and dynamic energies spanning the ethereal to the visceral. Focusing on universal categories like combustion, air, liquid, and vocals, these sounds were recorded and designed for their embodiment of fear, anger, and sorrow. Use the pre designed magic spells, whooshes and explosions, or create your own from the large collection of sonic building blocks included in this library. These sounds are useful as sweeteners outside of the magic genre as well, since so many of them have compelling vocal qualities that add personality and emotion to any design.

  • Bird Sound Effects Crows Play Track 30+ sounds included $45

    The Crows library includes 30 stereo tracks of nothing but crow sound effects, perfect for single isolated effects, but also for ambience track layering.

    Every sound is recorded inside forests, and close to crows’ nests with younger birds being fed and calling out, and next to natural habitats where bigger flocks gather in trees. It also has a variety of up-close caw sounds from the only tame albino crow in Scandinavia, recorded in a bird’s zoo.

    The crow has quite a large vocabulary, and the classic calling usually is a little different from bird to bird. Some are more round when sounding out, while others are just plain hoarse and rusty-sounding.

    The library includes both untreated tracks, and noise reduction-processed tracks in two separate folders. Noise reduction-processed tracks have been cleaned up with a CEDAR NR system.

    Equipment used: Telinga Stereo Microphone and Flexible dish, and Sound devices 702 Recorder.

    All tracks are 96K/24 bit apx. 1 Gb big when unzipped. All meta data tagged.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Variations

    From a few modern trunks and metal tool cases, to 17th. century wooden traveling chests, latches and hinges, and dust and dirt debris falling and sliding off lids, this library will fit into most categories where something old and creepy needs to be opened or closed.

    The library even include sounds of old rusty nails being removed from dry floor boards, and some tracks of hammering nails into wood too. Everything you might need (sound wise) to build a sound design around a vampire being trapped in a coffin, or being freed if you like.

    As an extra bonus, library includes 13 tracks of designed coffin sounds, packed with extra punch and creak.

    Not all boxes creak the same do they?

    Looking for the different objects for this project made me realize that finding trunks and chests that have a nice sound to them, can be quite tricky. Some of the more then 200 years old traveling trunks recorded for this library did not have a very interesting sound to them, and some did not make a creak or very powerful open/closing sound. Fortunately I was lucky to find a bit of both.

    I came across a local museum which had all sorts of categorized relics stored in chests and coffins, and was invited to go there record for a day. Many of the sounds included are the ones recorded her, where you literally could smell how much time has passed by.

    Recordings were done with a wide variety of microphones, where the Neumann Kmr81I and Sanken CO100K were the favorites.

    Storage rooms and basements

    Other objects for the sound effects library were found in friends storage rooms and basements. These were kept under less strict conditions and much of the time had a more gritty and worn out sound to them.

    We need more dirt debris

    Finally I have recorded a bunch of tracks of dirt and dust sliding off different lids to add to those old coffin openings. We all know that a great amount of stuff will reside on top of a coffin after a while.

  • This is the designed sources section of the Full FMW2 Library, featuring 797 unique sounds; 1GB of content.

    This collection includes foley, FX, pads, textures, transients and whooshes. Everything from the full version of FMW2.

    All files are delivered in pristine 24-bit/96kHz quality and follow the UCS naming convention, ensuring seamless integration into your workflow.

    Thank you for being part of this journey—your support means the world!
    (Looking for more? The Designed Weapons can be purchased separately, or you can unlock the full library to access the weapons, sources, and hundreds of additional sounds, all in one comprehensive package.)

    Have fun! :)

    AUDIO SUMMONERS

    10 %
    OFF
  • Austin Mini Cooper S Group 2 Rally car.

    60-s classic going full speed around the track.

    2 mic exhaust onboards setup and a variety of passbys in mono and stereo.

  • This is rather a mini library consisting of a fun full-speed flying lap around the Nurburgring in a Porsche 996 GT3 with an experienced driver.

    3 mics around the exhaust and engine bay and a stereo interior setup.

    Full speed German experience. Enjoy.

  • Birds of Central Europe is a meticulously curated audio library featuring 28 authentic bird songs and calls, with a total length of over 40 minutes. Recorded across diverse habitats in Central Europe, this collection is a treasure trove for ornithologists, sound designers, nature enthusiasts, and anyone seeking immersive soundscapes of European avifauna.

    The library showcases a variety of species and settings, capturing the vibrant life of mixed forests, deciduous woodlands, and urban environments during different seasons and times of day. From the melodic calls of the Common Chaffinch on a summer morning to the serene, wistful songs of the European Robin in autumn, this collection offers a comprehensive auditory journey through the region’s natural soundscape.

    Each track is recorded with high-quality equipment, including KM184 with a Telinga parabolic dish or KMR81i microphones, ensuring pristine sound quality, effective isolation from background noise, and an authentic listening experience. Whether you’re crafting a documentary, meditating with nature sounds, or exploring European bird species, Birds of Central Europe delivers unmatched clarity and diversity.


   

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