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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– 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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    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

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    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
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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

Routledges descriptionWorking 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 RadioBournemouth 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)


 
 
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    Recorded on the SD 788T with Schoeps MK 4 & 8 along with the CMD42 digital preamplifiers, as well as MKH 8040 pairs (among others), and meticulously cleaned up in iZotope RX while persevering optimal signal to noise and frequency content.
    Detailed UCS meta data is embedded.
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    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

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    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

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    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
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  • Step into a world of spells, mysticism, and creative power with Spells Variations Vol. 2, the follow-up to our acclaimed magical sound collection. This time, we’ve expanded the elemental and thematic range, offering 405 professionally crafted sound effects that are fully categorized and ready to use.
    Inside, you’ll find a wide variety of magical types:
    🔥 Fire
    💧 Water
    🌪️ Air
    🌍 Earth
    Electricity
    ❄️ Ice
    ☠️ Poison, Mud, Rocks
    ✨ As well as Arcane, Dark, Monstrous, and other mystical spell types.

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

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    – Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 405 spell sounds
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 22:26

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • UNLEASH THE SOUND OF UNSTOPPABLE POWER

    SUPERHEROES – SPEED & STRENGTH is the definitive superhero sound effects collection, capturing the raw intensity, high-speed movements, and groundbreaking impacts of cinematic action.

    Crafted for professionals, it delivers superhuman momentum and powerful action sounds ideal for film, trailers, AAA games, and post-production. Every superhero sound is engineered for precision, realism, and relentless cinematic energy.

    SUPERHEROES - SPEED & STRENGTH | Sound Effects | Trailer

    Pure Superhero Sound

    Go beyond generic action sound effects with the first dedicated superhero sound effects library. Every superhero sound is meticulously crafted to enhance speed, strength, and impact, delivering energetic whooshes and crushing hits that feel grounded yet extraordinary.

    Hybrid Sound Design Mastery

    Achieve a perfect balance of superhero energy and real-world authenticity. Expertly processed organic recordings, creating dynamic action sounds ideal for high-stakes cinematic scenes, impactful trailers, and immersive gaming experiences.

    Perfect for Professional Sound Designers
    Whether working on blockbuster films, action-packed trailers, or AAA game titles, SUPERHEROES – SPEED & STRENGTH is a professional-grade toolkit built for sound designers who demand powerful, cinematic, and impactful sound design at the highest quality.


    INCLUDED SOUNDS – KEYWORDS
    ABILITIES, AIR, BURST, COLLISION, DASH, EXPLOSION, FIGHTING PUNCH, FIGHTING WHOOSH, FLASH, FLIGHT LAND, FLIGHT SONIC BOOM, FLIGHT TAKE OFF, FLUTTER, HYPER SPEED, IMPACT, KNOCKOUT, LIGHTNING FAST, MOTION, MOVEMENT, ORGANIC ENERGY, PARTICLES, POWER PUNCH, SPRINT, WHOOSH, ZAP
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  • Uncategorized Overkill – Gore And Splatter Play Track 3390 sounds included, 160 mins total $112.49

    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files. Whether you’re designing subtle, skin-crawling tension or full-blown splatter mayhem, Overkill gives you the raw, visceral tools to cover the entire spectrum of gore – from nuanced realism to over-the-top brutality.

     

    DESIGN KIT (360 Sounds – 60 Files)

    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

    BUILDING BLOCKS (384 Sounds – 64 Files)

    The goal behind our Building Blocks is to provide pre-designed sound layers that streamline your workflow. We’ve created straightforward, easy-to-use categories that let you quickly build new sounds or enhance your own designs.

    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

    CONSTRUCTION KIT (2653 Sounds – 483 Files)

    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
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  • Bundles MASTERGUN – NSV Play Track 872 sounds included $125

    The Master Gun NSV Sound Effects library is recorded using a large array of various microphone configurations, we recorded shots from several distances in an open shooting range in the Nevada Desert.

    Raw Recordings

    Our raw shots features a total of 26 channels including 12 Stereo and 2 mono sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of 4 audio channels with 1 Stereo and 2 mono sources, including the Sanken CO-100k which captures frequencies above 100kHz for extreme pitch shifting workflows.

    Designed Mixes

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

    UCS compatible metadata embedded

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

  • Whoosh Sound Effects Swish and Flick Play Track 1992 sounds included $60

    Swish and Flick is a sound pack featuring a collection of high-quality whooshes, designed whooshes, whoosh source, and tonal content.
    This pack features 1992 sounds across 138 .wav files (20 Designed, 118 Source) exported at 192kHz/24bit. Aimed at professional sound designers and editors looking for clean, mastered, ready to use assets with plenty of variation for game audio or linear media.
    Recorded on the SD 788T with Schoeps MK 4 & 8 along with the CMD42 digital preamplifiers, as well as an MKH 8040 XY pair (among others), and meticulously cleaned up in iZotope RX while persevering optimal signal to noise and frequency content.
    Detailed UCS meta data is embedded.
    Thanks for taking a listen!

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  • Bundles MASTERGUN – HK21E Play Track 1521 sounds included $60

    The Master Gun HK21E Sound Effects library is recorded using a large array of various microphone configurations, we recorded shots from several distances in an open shooting range in the Nevada Desert.

    Raw Recordings

    Our raw shots features a total of 28 channels including 13 Stereo and 2 mono sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of 4 audio channels with 1 Stereo and 2 mono sources, including the Sanken CO-100k which captures frequencies above 100kHz for extreme pitch shifting workflows.

    Designed Mixes

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

    UCS compatible metadata embedded

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


   

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