Working With Sound by Rob Bridgett Asbjoern Andersen


Audio Director, Mix Supervisor, Sound Designer and Recordist Rob Bridgett returns with Working with Sound, a brand new book on how we work with and think about audio in a remote/hybrid game development world. Get the full story behind the book, hear some of Bridgett's interesting thoughts and insights when it comes to game audio - and get the chance to win the book! - below:

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Shortcuts: Get the chance to win the book • Order the book
– or just keep reading to get the story behind the book


Q: What is Working with Sound about?

The main theme running through the book is how we work with and think about sound in video game development, specifically when it comes to listening and creating within our teams in the post-pandemic remote & hybrid worlds.

We are dealing with massive dynamic change, and there is now a new collaborative environment for us to navigate as audio designers – one filled with traps, pitfalls and opportunities – but it is not entirely unfamiliar

While audio departments may have fared relatively well in terms of changes to the surroundings in which they work, for the rest of our teams, the development location has now shifted, heavily in some cases, to a hybrid remote world. And, while every team is different and has a distinct gravity centre when it comes to how they want to work together, it is still fair to say that we are dealing with massive dynamic change, and there is now a new collaborative environment for us to navigate as audio designers – one filled with traps, pitfalls and opportunities – but it is not entirely unfamiliar!

One thing, it seems, that has armed us well as audio folks, is that over the last 20 years we have had to learn to leave our safe cocooned audio spaces and set foot on the team floor – in the process somewhat leaving behind our ‘audio’ identity and embracing more fully a ‘game developer’ identity. This strong collaborative and communicative element has been critical to getting audio more deeply embedded into the way a dev-team thinks and collaborates, embracing sound in early concepts, prototyping, and sketching as well as standing up all the tech pipelines as early as possible – all the way through production to the final stages of post and mixing.

Today, in the post-pandemic hybrid world, the amount of proactivity and presence needed for audio is more important than ever. It is this collaborative aspect that I argue has saved us from falling (back) into an ‘audio centric’ silo during the pandemic, one in which we sit and wait to work on things that are ready for us to work on, or that we are told to work on. Instead, we’re able to fully participate and lead in remote team settings because of what we have learned about the importance of being a game developer first and an audio person second – and we’re able to use that to navigate this new, and continually evolving, landscape of development. Audio teams still need to be integrated into the overall dev process, in fact there are arguably even more opportunities now to be able to do this, to be present and involved, and to work proactively.

We’re able to fully participate and lead in remote team settings because of what we have learned about the importance of being a game developer first and an audio person second – and we’re able to use that to navigate this new, and continually evolving, landscape of development

Technology also plays a key role here, and the poor audio quality on most of the video calling tools we use together has presented some specific challenges to showcasing and reviewing our work with our teams. However, being able to work around these and leverage a whole array of other audio-centric collaboration tools, like Audiomovers and OBS mean that when it comes to critical listening and reviews, it is something that can still be achieved and can still feel special and impactful for a team.
 

How to order the book:

 
You can order a copy of the book Working with Sound here (pre-orders have started, and the book will ship on June 1st, 2023). Want Rob Bridgett’s previous book, Leading with Sound? You can order that one here

So, the opening of the book is about discussing that new world of working in sound on a multi-discipline team. I was very surprised by how well we were able to adapt to this new reality, and it jogged a lot of old ideas that I had about the future of audio work – one in particular – I always had in my mind, about 20 years ago, was the image of a sound studio out in the woods, somewhere on a remote island, and inside, someone is focused on doing the work, occasionally stepping outside to listen to nature around them while taking a break, then returning and collaborating with a team over video call in very high quality. The funny thing is, in any sound studio, especially one with no windows, you could really be anywhere, and the only real difference is what is on the other side of the door when you open it! So, there’s been this wonderful embracing and flourishing of these diverse work environments now, and suddenly, these things are achievable, and we know this because we’ve all been forced to retreat into our own spaces and figure it out, and for the most part we’ve thrived and been able to focus and work more efficiently. I still believe we need to find ways of being together with our teams, but that is something I strongly believe needs to be a conversation between an employee and their team.

The funny thing is, in any sound studio, especially one with no windows, you could really be anywhere, and the only real difference is what is on the other side of the door when you open it!

The post-pandemic remote world is even more exciting, or perhaps daunting depending on the individual situation, for many of us, as we can negotiate new ways of working between remote studios and the spaces inside development teams – and even to redesign what those physical spaces inside dev teams need to do. What this should all be about is supporting people so that they can do their best work, in the best place for that work. There is an opportunity to do that now. This is also a continuation of the move to audio becoming more integral to the development process of making games, seeing how we can get better at including and talking about sound – without it feeling too Sisyphean – and being able to completely re-invent and re-think what audio work actually is, when it is most effective, where we might do it best, and most importantly… how we might be happier and have more energy doing that work.
 

Q: The book has a similar look, feel and cover design to Leading with Sound, is there a relationship between the two?

Yes. It’s a continuation of Leading with Sound for sure, and the same wide audience will apply here too. Leading with Sound gave me a good foundation from which to launch into a lot of the ideas in Working with Sound, not having to cover that same ground means we’re able to talk about some new things from new angles and move into more areas. The fundamentals and topics in Leading with Sound have not changed with the advent of hybrid remote work, as it was written during the pandemic itself, so this feels like a good place to go with this new book and to continue discussing these important changes.
 

The overall structure of the book covers the remote working revolution, and then gets into some of the other important elements of what it is like to work with sound in games, such as cinematization of game sound, creative work, spatial work, planning sound work and mixing – all topics approached in a way that will resonate from the previous book.
 

Q: How long did this book take to write?

The ideation and conversations with the publisher started back in 2021, just as Leading with Sound was published. Once the overall shape of the book was figured out, the writing and editing process took about four months, and it was mostly editorial as I had the rough writing all ready to go. Working with a publisher, once the final draft is submitted, the editorial step becomes an exciting part of the process, kind of like post-production in sound, where lots of polish and reviewing happens and notes come back from Routledge’s editorial team, who were amazing. For me, it is only at this point that it feels like it is something that can be enjoyed by a reader.

Much like sound, the reality is that writing a book, getting it on the shelf, is a team effort

Much like sound, the reality is that writing a book, getting it on the shelf, is a team effort. Once the final draft was submitted in the Fall of 2022, I kind of forgot about it. Then, I had a realization in January 2023 that the book was incomplete without an important chapter (Chapter 15, Creative Life Cycle), I managed to get it added at the last minute, just before the final editorial process began… so, this was a scary moment! But the publishers and editors were great and very accommodating.


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    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

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    Forests and Mountains

     

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    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

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Q: Being busy working on games full-time, how do you find time to write a book?

Writing is something I have to do every morning to sort my head out, get ideas and notes down, reflect on things, and boil them down into sentences that make sense. I’ve accidentally fallen into a rhythm with my day so that each morning, after the kids are off to school and I’ve walked the dog, I have about 60-90 minutes before my working day begins. In this time, I sit down, with my dog next to me, and either think or write. Incrementally, the time from each day adds up, and I can get a lot done. It also clears my mind for the day ahead and I can get on with whatever I need to do, and focus on that exclusively, without having the book or any writing ideas popping up in my head for the rest of the day. I feel fortunate to have found a way to do this that works – and that means I am not consumed by thinking about writing all the time; it just has a little daily window of time set aside where it can happen if it wants to.
 

Q: What’s next? Are there more game audio books in the works?

These two books allow me to see some new big topics that have not been written about before from a game audio perspective, and I do need to get those things down onto paper before they evaporate

I feel like Leading with Sound and Working with Sound naturally triangulate into a third book, which isn’t yet fully formed, but which is very much present with me at the moment in terms of ideas.

These two books allow me to see some new big topics that have not been written about before from a game audio perspective, and I do need to get those things down onto paper before they evaporate. I’ve got lots of notes, and plenty of fully formed pieces of writing and images, but I don’t yet have the catalyst to get it into book form. We’ll see if that happens or not.

 

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About Rob Bridgett:

 

Rob Bridgett is a British-Canadian Audio Director, Mix Supervisor, Sound Designer and Recordist based in Newfoundland. In 1993, Rob attended Derby University to study cinema and media and was one of the first to graduate from the ‘Sound Design for the Moving Image’ Master’s degree programme at Bournemouth University in 1999. Having worked as a director in the games industry since 2001 (Vivendi Games, Activision Blizzard, Square Enix, PlayStation), Rob has become a committed advocate for sound in video game development.

About the book:

 

Book Length: ~ 228 pages / Publisher: Routledge/Focal Press
Dev Time: 11 monthsWriting started October 2021 – Final Draft delivered: September 2022.
Release Date: June 1st, 2023

Routledge’s description: Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry.

Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers, and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today’s fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process.

Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators, and programmers who collaborate closely with their colleagues working on game audio and sound.

What others are saying about the book:

 

‘This is a much-needed book, and I can think of no one better or more appropriate than Rob Bridgett to have written it. Working with Sound is essential reading in its field for students, audio professionals and anyone with an interest in how sound creates narrative and emotional pictures in the mind. After all, as Bridgett reminds us, “sound is the invisible art department”.’

Seán Street, Emeritus Professor of Radio, Bournemouth University

‘Rob Bridgett’s book paints an amazingly detailed, broadly informed and inspiring vision of the future for anyone working with sound in the interactive world of entertainment…This outstanding book is an invaluable resource for both seasoned professionals and emerging sound designers and directors.’

Wieslaw Woszczyk, Distinguished James McGill Professor, McGill University

‘While providing a wealth of practical tips and tricks, Bridgett looks beyond the day-to-day tasks and envisions a paradigm shift where audio becomes integral to game design and development. Acknowledging that this fundamental change needs to come from the inside, Bridgett suggests a plethora of strategies in Working with Sound that game audio practitioners can adopt to inspire and cultivate collaboration with other disciplines, leading to a future with more meaningful game audio.’

Martin Stig Andersen, Composer, Audio Director (LIMBO, INSIDE, Control)


 
 
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:

  • SONIC SPELLS WITH REAL PERSONALITY

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    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

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    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

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    Built for Professionals, Whatever You Create

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    All these small motion-supporting elements that you need in your everyday work for game menus, apps, general motion designs, … or as parts of more complex moving stuff.

    You get 275 designed sounds + a selection of 290 cleaned and edited source sounds that were used to design the Tiny Transitions. These sounds are mostly different props that are scraping or sliding on different surfaces and also some vocalized whoosh attempts.

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    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

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    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

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    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

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    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

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    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

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    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

    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.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

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