r/GameAudio • • Feb 19 '25

I feel like quitting game audio entirely

186 Upvotes

I'm currently a sound designer at a prominent game company, and I've been in the field for about 6-7 years. Pay is above average, perks are ok. I joined this company around 3 years ago, and loved it at first while working here.

2024 was the year that changed the optimism and enthusiasm that I had all along. The year where there were record profits and record layoffs in the games industry. Our salaries got cut, and many people I know got laid off, some were better off than me in terms of sound design and technical skills. I questioned to myself, what's the point of improving my skills, learning new sound design techniques and implementation skills, to be treated like a worthless piece of junk when it comes to maximising shareholder profits?

Then there's generative AI. Sure, AI might not be able to produce BOOM library quality SFX assets with a click of button currently, but the issue is it's evolving rapidly. In 2 years or 3 years, the changes can be unimaginable. Just look at what generative AI has done for 2D concept art. And one thing is for certain, there's be NO regulations to protect copyrights of any sorts and even if there are, it'll only protect the very top artists like billboard chart level musicians, not small fries like you and me. Corporations and governments alike don't give a shit about artists, and they're not even trying to pretend that they do anymore.

The only positions that might have a future are leadership positions, one that requires exceptional people skills and dealing with office politics, one that is completely not my forte. Sometimes I browse social media and I see people who are so good at networking and making friends, and I can't help but envy them so much. Because I know the divide between us is gonna get even wider in the future.

I feel like quitting, but what else can I do? Go back to college for a new degree again?


r/GameAudio • • Aug 16 '20

Advice for new Sound Designers applying for positions

183 Upvotes

I'm currently hiring for a few sound designer positions and have been dealing with a lot of applications, so I wanted to pass on some thoughts to make people's lives easier from both sides of the table. Apologies up front for the long post.

Firstly, some perspective. We receive around a thousand applications for lower level positions. That is insane. If you're looking for an entry level job and you wonder why you don't get the gig, that's why. This is also likely why people ask for experience for low level positions... as with THAT many applicants, you get to be insanely picky. There is a HUGE supply and demand issue at the bottom end of the career ladder. I don't think people appreciate how bad the situation is. You can likely blame all the educational institutions and organisations for spitting out thousands of graduates a year when they know full well there are only a handful of jobs.

On the flip side, applications drop off rapidly for higher level positions. There is an extreme lack of highly skilled and experienced seniors/leads/directors. At the director level you basically get to choose where and who you work for, but there are very few people that have the ability to handle the multifaceted nature of these roles.

However, let's focus on the lower level positions as that's likely what most people on here are focused on. The key thing is to remember that the person assessing you is going to spend VERY little time looking at your application.

Let's say 80 applicants make it past the HR filter, if they spend five minutes looking at each applicant, that's nearly 7 hours of non-stop reviewing, just for the first stage of hiring. Think 5 minutes isn't enough? It's more like 4 minutes as they'll spend a minute per application interacting with the HRIS interface. So you get at most four minutes to impress someone that knows nothing about you, and that includes them navigating your website and listening to example materials. On top of this, the audio people reviewing your applications are very busy, time is incredibly limited and if we're hiring the chances are we are already short staffed or will be soon. We are under immense pressure and need to get through this hiring slog quickly... while also recognising that hiring is one of the most important things you can do. In short, we're looking out for any red flags that allow us to reject people quickly.

The TLDR is; put your best foot firmly forward, quickly and make hiring managers lives easy or you may be overlooked. I've seen 20 page resumes/CVs, websites that require me to click through a ton of pages to find the reel and waaaaaay, WAAAAAAAAY too much music. There are a lot of time wasters out there and it makes hiring managers understandably impatient and a bit jaded.

On that last point about music, if a job is for a sound designer, makes no mention of music and (as is often the case) even explicitly says 'this is not a music position'... please don't waste your time or ours by applying if you're only interested in music. People devote their entire careers and lives to sound design, it is not something composers do when their music career doesn't take off. It's cool if sound designers can also make music, but it is NOT a fall back job. Sorry if this sounds like a rant, but I'd say at least HALF of the applicants are from composers or music people that have no interest or experience in sound design.

It's critical you make an amazing showreel that immediately shows off your sound design skills, even if it's a redesign of work that isn't yours, hiring managers want to be wow'ed, especially in light of that time pressure. Honestly, I'd be happy to receive redesigns even from experienced people, because even great people don't all get to work on AAA games or the really shiny parts of them. I just want to get a sense of your skills. If you've piqued my interest in the first minute, I'll investigate longer, keep reeling me in and I'll stick around. If you start badly, I'm already thinking of moving on because I've received 3 messages since I started looking at your application, have two meetings coming up and will be working late tonight because of that milestone.

Make sure the above reel is easily accessible, don't make me jump through a ton of hoops. Often I receive a youtube playlist with a ton of tiny videos in; where do I start to get an initial overview? You want me to watch all of them? No, I'll watch one or two and if you've not grabbed me by then I'm unlikely to keep digging in the hopes that there's some gold in here somewhere.

Another gotcha, please don't put up a website with only trailers of projects you worked on. I want to see YOUR work, not the marketing departments. These trailer lists are essentially just a credits list and they're not helping me to understand what you did.

Connected to this, make sure any material you show makes it clear what you did. Sometimes it can be very difficult to know what people were responsible for. It's super easy to make titles on videos to clarify but ideally you would solo your work.

Don't try to bend the truth as to your involvement on titles. If I smell a rat, I might go digging. I have caught people before and the game audio community is very small, especially with those that do the hiring. It's not worth it. Just be honest. The hiring people are human too, we also had to start from the bottom and have sympathy for folks trying to get in. If you try to oversell your involvement or flat out lie, you're playing a dangerous game.

Don't bother including stuff that is completely irrelevant. I don't care what high school you went to, how is that relevant to this job? Also, I wouldn't include your photo on your CV/Resume. We don't and shouldn't care what you look like. In some countries it is considered undesirable to include it for anti-discrimination reasons. By all means put it on your website if you like, but in the context of you doing sound stuff.

It feels gross to have to reject people that could be awesome because they didn't present themselves well enough and I often think about the amazing people that I rejected because they did a poor job of selling themselves. But another perspective on this is that understanding your audience is a key part of being a good team member and also being a good sound designer. So is the ability to clearly communicate to others. On top of this, there is only one job and I can only pick one person, so by poorly presenting yourself you're making it too easy for someone to reject you. Think about how the data you supply (CV/Resume, website and reel) will appear to someone that knows zero about you.

Anyway, apologies if this comes across as a rant... I'm just trying to pass on my experiences from someone that does the hiring in the hopes that it can be helpful in some way. I may add more to this later but I have to go enjoy my Sunday :)


r/GameAudio • • May 19 '20

I spent the day recording the destruction of fruit and vegetables so that you don't have to. Some really useful sounds in this pack for a range of applications. All 24Bit/48KHz & totally free (unless you feel you can donate towards my hosting fees - but you absolutely don't have to).

133 Upvotes

r/GameAudio • • Jul 10 '22

Relentless!

Post image
102 Upvotes

r/GameAudio • • Sep 27 '21

A guide to getting started with game audio, after a year of learning myself.

94 Upvotes

Hey guys!

I have seen a lot of similar questions in here over the last few months, and figured this might be helpful to the sub. If you're learning game audio and have some desire to work in the industry, these tips should be a great start for you!

Just a quick disclaimer: I'm not a pro sound designer at the moment; I'm a pro musician who hasn't had any large scale gig since before the pandemic. The free time has given me the rare opportunity to look at something not directly related to music (but the skills are transferable) and practice something different. This is basically what I've learned in the last year, and it's things I have seen that many people starting out could use. The work is just now starting up, and I'd like to share what I did to get started.

Getting involved in the scene.

Just interacting within the community was the biggest kickstart for me. Check out these places where game dev (and by extension, audio designers) interact with each other. The biggest benefit in the beginning to me is it gave me more gumption to work on sound design.

Edit: I've had a number of people ask me about networking, and basically, at this point, "networking" for me (and most of you) should mean basically making friends with people who share these common interests. Make friends without the expectation of getting work, but to have someone with whom you can talk shop. There's some really great networking articles and videos all over the internet if you're ready to start asking about work, though.

  1. Twitter: It seems that game dev utilizes Twitter the most for interaction, so I've been connecting like crazy in there. Local devs have noticed me, and you get to connect with a ton of AAA guys that want nothing more than to help you be the best sound designer you can be, and put your best foot forward.

  2. Discord: I'm really digging a few Discord channels for their communities. I frequent Blipsounds and AftertouchAudio, and we have a lot of discussions on techniques, and a channel on each of these servers centered around peer feedback for redesigns. The owners of each of the servers are in the industry and really want to help us become better sound designers. Besides the ones mentioned, I'm also looking at Sound Design and Modmatrix.xyz, but while they're sound design servers, they're less centered around game audio. Beats to Play Games to is more around music, but it's incredibly welcoming to sound designers, as well.

  3. GDC and GSC: I haven't gone to a Game Dev Con yet, but I have been to Game Sound Con (currently virtual through AltSpace, which was a really phenomenal solution). Good way to network, and these places are very helpful for inexperienced sound designers, too.

  4. Local game jams: I just did a game jam a few weeks ago, and the Monday after, I already had leads for freelance work. My city has a company that caters to the indie dev scene, with rental workspace that a number of small companies use here. They were at the jam and I quickly became known.

Tools for the craft.

  1. Start Recording! Too many times do I see people looking for simple SFX that you could have done yourself in a fraction of the time you spent looking for the right effect. If I don't already have it on my computer, and it's not a special effect that I need, I grab a mic and get to work. You don't need a great mic to start with--I started with a Zoom H1n, and graduated to an H6. I keep the H1 for quick jobs. I have a couple of Shure dynamics, which works for some general things, and eventually got a decent large condenser mic. Start with whatever you have, even a cell phone! I use Dolby On for my phone recorder; it just is easier to change the file types. You should be recording on a regular basis to get used to the techniques and processes.

  2. Don't be afraid to record yourself! I will do some dialogue (usually as a background layer); but also, don't forget the sounds you can do with your own person, like mouth whooshes, tongue clicks, snaps, claps, etc. When you start getting experienced, doing some tutorials with you talking (don't simply use subtitles for this kind of stuff, especially as a sound designer) not only rounds out your portfolio, but you learn a lot about voiceover work, which is also a valuable skill to have as a sound designer.

  3. Free libraries: I try to avoid freesound.org unless I'm desperate for a sound and only for a redesign in my portfolio. The reason being that it's just too easy to download something the uploader didn't record themselves, and it might be copyrighted. Here's some solid starting libraries you should have:

  • Soniss: Roughly 160gb of sounds from 2015-2020.

  • Blipsounds Community Library: 35gb of sounds from the community. It's preferable if you start contributing, since it's a constantly growing library that the users contribute to.

  • Still North Media: Basically this is here because there's not a lot of gunshot recordings in the above libraries. They also provide the raw sounds so you can design your own gunshots. Between those and the medieval sound effects, it's about 4gb.

  • Adobe Free SFX Library: Was just told about this today, but it's a 10gb library.

  • Boom Library: Mainly adding this because of how extremely useful the death whistle library is. Because recording your own screams or death whistle sounds might cause a visit from the police!

  • Mailing lists: Some of the companies that make libraries have semi-regular freebies to download. Might be worth signing up for a few (but check their EULAs...some don't actually let you use them unless you buy the licenses).

  • Your own personal library: Like I said before, nobody will know exactly what you need more than yourself. And you will undoubtedly come up with some very cool sounds you couldn't otherwise find!

  • There are a few dialogue packs around, but the CC licensing varies. As it is, I've only used them to fill out a single ambient scene redesign.

Learning the programs

Here's the major players and where you can learn. I'd get some basic knowledge on getting around the game engines, then get through one of the middleware programs.

  1. Unity: I don't know much about these tutorials, but here they are.

  2. Unreal Engine: I'm not sure about Unity, but UE4 tutorials has videos specifically for audio.

  3. Wwise: I tried learning this, but the website is extremely slow and barely responsive. But it might not be for you.

  4. FMOD: Linking an unofficial course, since I didn't see any that FMOD made themselves.

Other random tidbits

  1. Keep up with Power Up Audio. A biweekly show with a pro sound designer reviewing aspiring sound designers' reels and websites. There's a wealth of information in these, and the host, Kevin, keeps the stream interesting all the time.

  2. Check out big sound design site blogs (obviously a ton to try to list here). You'll find a lot of cool stuff, from interviews with Hollywood and AAA game designers, to cool techniques you might not know about. Also, it's how you can find out about cool contests you might want to enter.

  3. Read The Bible of Getting a Job in Game Audio. Learn about the industry from the inside, and get advice from people way more knowledgeable than I am.

One last piece of advice

Like I said, I'm a pro musician, and would spend roughly ten or more hours a day as a musician, which included practice and study. Just like music, this is a skill that improves with practice, so spend some time every day doing something, whether it's recording, learning an engine, doing a redesign, etc.

This became way longer than I expected. To be honest, I haven't seen any of these questions in a week or so, but I hope that it helps someone. I'm sure at least the libraries will be helpful to a large number of people!


r/GameAudio • • Sep 25 '19

How did we go from 350 gun sounds in Borderlands 2 to over 5,500 sounds in #Borderlands3? We just wrapped up this documentary showing how it all went down!

Thumbnail
youtu.be
93 Upvotes

r/GameAudio • • Feb 16 '20

How to Break Into the Professional Game Audio Industry - 2020 Edition

85 Upvotes

I went through and updated my post from 2010 with information for the new decade. It's packed with advice and materials to help people get their start, including some links to posts in this subreddit :)

http://www.aaronbrownsound.com/advice-how-to-break-into-the-professional-audio-industry/

I hope it inspires all you beginners trying to figure out where to start and how to get that big break.


r/GameAudio • • Mar 15 '20

Soundwave based acoustic simulation (Use headphones)

78 Upvotes

r/GameAudio • • Mar 17 '20

DOOM Eternal: BFG 9000 Sound Design

Thumbnail
youtube.com
74 Upvotes

r/GameAudio • • Jan 12 '20

Capturing the sound of an ice storm inside a bbq😀 #sounddesign

Post image
74 Upvotes

r/GameAudio • • Sep 26 '12

I Am Josh Davidson, Sound Designer at Gearbox Software, We Just Shipped Borderlands 2, AMA

67 Upvotes

I moderate /r/GameAudio and I've also posted a blog about getting into the industry as well as a FAQ. Go ahead and AMA about BL2 sound design and I'll try to answer the best I can.

Edit: Also, our audio lead Raison Varner (Straius) will offer some perspective in this thread too!


r/GameAudio • • Feb 21 '22

A beginner’s guide to game audio

63 Upvotes

Hey folks,

I’ve created a guide for folks who are interested in starting out in game audio. It’s full of resources on where to find your first projects to get your portfolio going, free tools, sounds, and so on. It’s mostly focused on musicians, but much of the same info can be applied to sound designers as well!

More than happy for any feedback!

https://loganjameshart.com/getting-into-game-audio/


r/GameAudio • • Jan 14 '21

Next Level Creature Sound Design

Thumbnail
youtu.be
63 Upvotes

r/GameAudio • • Oct 31 '19

My talk at Full Sail last month: "The Sound and Music of Borderlands 3"

Thumbnail
youtu.be
63 Upvotes

r/GameAudio • • Mar 09 '23

Hiring Sound Designer for Unreal shooter

61 Upvotes

r/GameAudio • • Jan 27 '24

What are some game audio hidden tips and tricks?

59 Upvotes

I have been a sound designer for video games for 14 years now, and I was wondering what tips and tricks you guys have gathered over the years. Things that you don't necessarily learn by reading books, but by doing the work yourselves.

I'll give you two examples:

  1. Birds should not be present in an ambience when the ambience is used in a setting where there is danger, battlefield, gun fight in the street, etc.

  2. Whenever 2 materials touch, the sound coming from that action should be a mix between both surfaces, element, etc.

I'm curious, do you guys have more of these?


r/GameAudio • • Apr 26 '14

I wrote A Composer's Guide to Game Music (MIT Press) & I made a 4-part video series to go with my book. Here's the first video.

Thumbnail
youtube.com
58 Upvotes

r/GameAudio • • Mar 21 '18

Every year at GDC a giant, royalty-free SFX library is published!

57 Upvotes

From 2016, 2017 and 2018

I just found it myself. And it's for commercial use as well!

I don't know if there's any more from later dates tho.


r/GameAudio • • Jul 18 '22

slightly nerdy audio meme anyone?

Post image
55 Upvotes

r/GameAudio • • Jun 24 '20

Always good to learn from the classics

Thumbnail
youtu.be
54 Upvotes

r/GameAudio • • Mar 06 '22

Bird synthesis in Unreal Metasound additive synth

53 Upvotes

r/GameAudio • • Feb 15 '14

My book for The MIT Press just came out - A Composer's Guide to Game Music - here's a video trailer

Thumbnail
youtube.com
53 Upvotes

r/GameAudio • • Jan 27 '26

Native Instruments GmbH is in preliminary insolvency

Thumbnail
cdm.link
52 Upvotes

r/GameAudio • • Jan 20 '24

free game audio books

Post image
52 Upvotes

hello ! im looking to unload the books i read while learning game audio. free pickup in LA or you pay shipping. feels weird to just throw them out as they helped get me to where i am today - so while not definitive, there’s some good nuggets here if you’re starting out. would prefer they all go to one place.