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Roles and Specializations for Game Audio Professionals

The Interactive Audio Special Interest Group (IASIG) was formed in 1994 as a special interest group of The MIDI Association to allow developers of audio software, hardware, and content to exchange ideas about improving the state of the art in interactive audio.

In the beginning, IASIG activities focused primarily on influencing hardware and software design, as well as leveraging the combined skills of the audio community to make better tools.  The IASIG has been influential in the development of audio standards, features, and APIs for desktop and mobile platforms (operating systems) and has helped numerous hardware companies define their directions for the future.  In recent years the IASIG membership has grown to include educators, whose contributions to the group are evident in this post.

This post is based on a document created in 2011 and we decided to focus on the roles and specialization in game audio as they have not changed as dramatically as some of the tools that have seen significant changes in the last 15 years.

Primary Authors (in alphabetical order): Karen Collins (University of Waterloo), Ken Felton (SCEA), Brad Fuller (Sonaural Studios), Templar Hankinson (Firelight Technologies), Stephen Harwood (NYU Steinhardt), Kurt Heiden (IASIG Steering Committee), Steve Horowitz (ASIG Steering Committee Chair), David Javelosa (Santa Monica College), Robbie Kazandjian (Soundboy Ltd), Jim Rippie (Invisible Industries), Michael Sweet (Berklee College of Music), Richard Stevens (Leeds Metropolitan University), Mike Worth (Westchester University of Pennsylvania, Drexel University), Ufuk Önen (Bilkent University).

There are a wide variety of roles related to sound and music within the games industry. The industry is fast changing and each company has their own methods, job titles, and terminology and so it would be impossible to list every possibility here. It is hoped that this list of the most commonly advertised positions will help the reader to understand the requirements for these positions.

Sound Design Positions

Sound design positions can encompass a wide variety of skills, and increasingly these positions are becoming more specialized in larger companies. It is recommended that students wishing to obtain positions described in this section undertake the Sound Design specialization, as well as specialize further in their fourth year. In addition, programming skills and asset management skills are particularly valued.

  • Implementer -responsible for wiring up assets to objects, events, states, parameters, and more. An in-depth understanding of audio middleware as well as spreadsheet and database software is necessary.
  • Recording Engineer –specializes in recording sounds in a studio or on location. They have understanding of microphones and placement, pre-amps, acoustics as it relates to achieving good quality recordings, and creating recordings that can subsequently be utilized further down the chain.
  • Foley Engineer – A Recording Engineer who specializes in recording sounds that are made by character interactions. Examples are footsteps, movement, object interactions, etc.
  • Field Recordist – specializes in recording sounds on location, typically for the purpose of use when creating sound effects and ambiences.
  • Mixer – takes finished sound assets and mixes the game and cinematics for final delivery.
  • Sound Designer –creates the actual sound file assets implemented into the game engine. They often work from a spotting list and schedule.
  • Sound Event Designer – works very closely with the design group to define the events and states to which the dialogue system will respond to. These events typically provide content for the voiceover recording scripts.
  • Procedural or Technical Sound Designer – designs the granular or particle type sound effects recombinant playback system that reacts to various parameters in real-time. They may or may not create the sounds themselves.
  • Asset Provider – There are a lot of freelancers who are now paid to simply provide assets. This is also often reflected internally within larger companies where one person’s role may be to simply create and provide sounds, separate from another role which specifically deals with integration.

Music Positions

There are a variety of music-based positions within the industry. In addition to undertaking traditional music training, we have included courses for interactive media.

  • Composer – responsible for writing musical score for the game.
  • Orchestrator – works with the composer to create arrangements/orchestrations suitable for live musicians to perform/record.
  • Music Preparation/Copyist – creates performance scores for musicians based upon the master orchestrations. This typically also includes copying, proof-reading, binding, and library duties of the recording sessions.  
  • Music Editor responsible for editing music to the requirements of the music system.
  • Implementer -attaches music to events and objects within the game.
  • Musician – Responsible for performing the music for recording.
  • Music Supervisor – oversees all music production for the game and possibly provides the aesthetic vision.
  • Note Tracker – Creates MIDI note maps for music-based puzzles and games.

Voice/Dialog and Localization Positions

It is recommended that students wishing to specialize in voice/dialog undertake the sound design track and take many electives in voice, theatre, and communication.

  • Dialog Event Designer works intimately with the design team to define the events and states that the in-game speech system will respond to, the outcome of which will feed content for the voiceover recording scripts.
  • Character Profiler creates the character bios and often the audition reading scripts. It‘s a quick task that may or may not be teamed up with the writers or design team
  • VO Actors –supplies voiceover performances for one or more character in a game
  • VO Director –  directs voice actors and game designers in order to coax the best possible performances for use in a game. This role may also encompass recording and processing (see Dialog Processor).
  • VO Editor –  edits raw voice recordings and uses the director‘s notes in order to provide selected takes.
  • Dialog Lead / Coordinator – coordinates all dialog work, knows the speech system in extreme detail. This is often a task for the Dialog Event Designer.
  • Dialog Processor performs creative processing, adjusts levels, and EQs edited voice in order to ‘finalize’ the voice set.
  • Casting Director – responsible for finding, auditioning, assessing, and hiring actors, both for voice and motion capture. They may also be involved in the negotiating of rates and logistics of getting actors where they need to be.
  • Localization Coordinator / Producer – works with licensees and other studios that provide translations and localized recordings of dialog. They have non-audio responsibilities, too, such as written in-game text.
  • Localization Asset Manager – tracks voice assets and their status, responsible for managing the database for all who need information about those assets.

Management Positions

Management positions are generally garnered from being promoted from within a company after years of experience. Nevertheless, it is beneficial to the student wishing to enter these positions to undertake a sound design specialization, in addition to courses in business, project management, and human resources. 

  • Project Manager – oversees the entire game project and will interact with the Audio Lead in order to ensure the audio team has their needs met.
  • Audio Lead / Director – oversees all audio aspects of a given game project. Responsibilities include overseeing all assets, as well as defining the schedule.
  • Audio Producer / Associate Producer – acts as liaison between the producers and audio team for the game. Typically, responsibilities include schedule and logistics management as well as aesthetic decisions.
  • Director of Sound – in charge of the entire audio division within a game company.
  • Technical Audio Director – analyzes, defines, and informs teams about their audio pipeline, including tool choices. This is sometimes a responsibility covered by the Director of Sound.

Programming Positions

The ideal audio programmer should have the skills of a programmer plus an understanding of the special needs of audio, particularly when it comes to real-time processing, compression and CPU management, but also with regards to implementation and audio middleware. In particular, advanced understanding of DSPs and sound synthesis programming is essential.

  • Audio Gameplay Programmer – adds the audio engine to the overall game engine, as well as creates and maintains the event and data calls between them. This person supports the audio team members with pipeline issues.
  • Audio Tools Programmer – acts as a liaison between the audio team and the programmers in order to provide necessary tools for audio production
  • Audio Engine Programmer – develops custom audio engines, or adapts existing audio engines, for the specific needs of the game or company.

Quality Assurance Positions

Audio QA (quality assurance) is usually an entry-level position from which a person branches out into another area of specialization. An audio QA person should, ideally, have a background in sound design.

  • Audio Tester – play-tests through the game in order provide feedback to the audio team to ensure a quality soundtrack.

[1]     Adapted from Project Bar-B-Q 2008 Report:  Lieberman, D., Lewis, J., Kwasneski, J., Brandon, A., Collins, K., Prum, J. and Kastbauer, D. 2008. Group Report: So You Want to Work in Game Audio? http://www.projectbarbq.com/bbq08/bbq08r6.htm

This gives you an idea of how many different opportunities there are for Game Audio careers.


Links to some other resources for Game Audio.







The MIDI Association and the IASIG at GDC

The Game Developers Conference (GDC) is the world’s premier event for developers who make the games we love. GDC is the destination for creativity, innovation, and excellence.

It’s no wonder some of the biggest names in gaming got their start at GDC!

Over the past 30 years, GDC has brought thousands of developers together to learn, grow, and connect. Our agenda is curated by leaders in the game community to empower attendees with the knowledge and skills they need. Expect awe-inspiring talks, great networking opportunities, and the latest technological achievements during this life-changing five-day experience.

Whether you’re a game developer, industry leader, or company looking to grow your reach and realize your potential, GDC is the place for you.

Join the community driving the future of games.

Game Developers Conference

The Interactive Audio Special Interest Group of both The MIDI Association and the International Game Developers Association has a number of events planned for next week at GDC.

IASIG is an organization in partnership with the International Game Developers Association (IGDA) and the MIDI Association (TMA) that brings together experts to share their knowledge and help improve the state of the art in audio for games, websites, VR content, and other interactive mediums. Our members share tips and techniques, study trends, and create reports and recommendations that game developers, tool makers, and platform owners use to create better products.


Upcoming Events


The International Game Developers Association has a number of events that IASIG and The MIDI Association will be participating in.

IGDA Schedule of Events @ GDC 2025

All times are in PST. Event lists includes all “Presented by the IGDA” Roundtables as well as IGDA Leaders who are speaking!

IGDA Booth & Roundtables

IGDA will have a Booth at GDC in South Hall, Booth S1063, and our Chapters and Special Interest Groups will host informal programming on Monday/Tuesday at Moscone, as well as SIG Roundtables Wed-Fri. You can see a schedule of events here.

Tuesday, March 18th

  • 6:30–9:30pm PT: AccelByte Game Dev Connect Indies Online: Challenges & Solutions (IGDA sponsored) RSVP HERE

Wednesday, March 19th

  • 4-6:30pmCosmic Connections Executive Mixer, sponsored by Terminal3/IGDA – Invite/Approval Required
    Note: We’ve received your feedback that the registration process is a bit extensive – thanks for your patience! We are excited to welcome you to this awesome event!

Thursday, March 20th

  • 5-6pm: IGDA Annual General Meeting, Room 2002, West Hall of Moscone 
  • 6-10pm: IGDA & WIGI Networking Mixer at Children’s Creativity Museum – RSVP HERE

Friday, March 21st

10am-12pm: IGDA Mentor Cafe – SIGN UP AS A MENTOR/MENTEE HERE (Room 3000, West Hall)

Attendees at Game Sound Con

GameSOUNDCon 2024

Game Sound Con Logo and Banner

2 Days of Video Game Music, Sound, Dialogue and More​

Game Music and Sound Design Conference

GameSoundCon 2024- October 29-30- Burbank Convention Center- Burbank, CA & Online

GameSoundCon 2024 is hybrid!

We attended GameSoundCon and got to catch up with composers, sound designers, dialogue specialists, researchers, educators and others who want to keep up with the cutting edge in video game sound, music, dialogue and technology.

Topics included:

  • Video Game Music Composition
  • Game Sound Design
  • Technology
  • Business/Career
  • Virtual/Mixed Reality Audio
  • Dialogue/Performance
  • Interactive Audio Research
  • Ludomusicology and the study of game music and sound
  • Tutorials
  • Game Music and Sound Design Education

The composers we tlaked to were very excited about the developments in MIDI 2.0 in particular the Orchestral Articulation Profile which will solve many problems with the way articulations are currently handled.


The MIDI Association and IASG Team at Game Sound Con

The MIDI Association was the booth the San Francisco Conservatory of Music (SFCM) as Steve Horowitz, IASIG chair is also the executive director of the Technology and Applied Composition (TAC) program at SCFM.

Pictures above form left to right are Pat Scandalis and Austin Smith from the IASIG and George Sanger (The Fat Man).

George Alistair Sanger (The Fat Man) is often described as a “Legendary Game Audio Guru,” and has been creating music and other audio for games since Thin Ice for Intellivision in 1983.

The Fat Man hosted the annual Texas Interactive Music Conference and BBQ (Project Bar-B-Q), the computer/music industry’s most prestigious and influential conference. The IASIG is contemplating a reboot of Project BBQ perhaps even at a different location.

Most recently George was the Audio Director (and the first audio hire) at billion-dollar tech startup Magic Leap.  

Steve Horowitz Picture

Steve Horowitz

Chair of the Interactive Audio Special Interest group
Executive director of the Technology and Applied Composition (TAC) program at SCFM.

Athan Billias

Former President of The MIDI Association
MIDI Association Executive Board Member
Chair of the Orchestral Articulation Working Group


Pat Scandalis Photo

Pat Scandalis

CEO at moForte
Chair of the MPE Working Group


Austin Smith Photo

Austin Smith

IASIG Steering Committee
Content Manager Game Audio Institute



Other articles about the IASIG


Roles and Specializations for Game Audio Professionals

The Interactive Audio Special Interest Group (IASIG) was formed in 1994 as a special interest group of The MIDI Association to allow developers of audio software, hardware, and content to exchange ideas about improving the state of the art in interactive audio. In the beginning, IASIG activities focused primarily on influencing hardware and software design,…

Continue Reading Roles and Specializations for Game Audio Professionals

AES 2024

The MIDI Association will be participating in the Audio Engineering Society 2024 which happens October 8-10 at the Jacob Javits Center In New York City. While a large group of MIDI Association members will be on planes headed to Shanghai for Music China, another group of MIDI Association members will head to the Big Apple…

Continue Reading AES 2024

Steve Horowitz-IASIG Chair

The Interactive Audio Special Interest Group of the MIDI Association is the longest running SIG in the organization. IASIG is an organization in partnership with the International Game Developers Association (IGDA) and the MIDI Association (TMA) that brings together experts to share their knowledge and help improve the state of the art in audio for…

Continue Reading Steve Horowitz-IASIG Chair

The Interactive Audio Special Interest Group of The MIDI Association

The IASIG is an organization in partnership with the International Game Developer’s Association (IGDA) and MIDI Association (TMA) that brings together experts to share their knowledge and help improve the state of the art in audio for games, websites, VR content, and other interactive performances. Our members share tips and techniques, study trends, and create…

Continue Reading The Interactive Audio Special Interest Group of The MIDI Association

AES 2024

The MIDI Association will be participating in the Audio Engineering Society 2024 which happens October 8-10 at the Jacob Javits Center In New York City.

While a large group of MIDI Association members will be on planes headed to Shanghai for Music China, another group of MIDI Association members will head to the Big Apple to represent The MIDI Association at AES.

Lee Whitmore, Chair of the MIDI In Music Education initiative will be there in his role a VP of Education for Focusrite and Steve Horowitz, Chair of the Interactive Audio Special Interest Group will be giving several talks on Game Audio. Here are some topics lead by Steve Horowitz and then a few others by Micheal Bierylo, fomr Berklee College of Music that would be of interest to MIDI Association members.

Get Smart! – Everything you wanted to know about game audio education but were afraid to ask!Steven Horowitz, Dafna Naftali, Alistair Hirst
Take the Blue Pill-Interactive and Adaptive Music In the 21st centurySteven Horowitz
The Technical Legacy of Dr. Robert MoogMichael Bierylo, Steve Dunnington
Expressive Control in Electronic InstrumentsMichael Bierylo, Jesse Terry, Richard Graham
AI in Electronic Instrument DesignMichael Bierylo, Akito van Troyer
Sustainability in Music Technology ManufacturingMichael Bierylo
New Directions in Modular Synthesizer DesignMichael Bierylo

There are a number of MIDI Association companies who have booths at AES.

Avid, Eternal Research (makers of MIDI Innovation Award contestant Demon Box), Icon Pro Audio and Juce’s parent company Pace will be at the show.

Step into a world of audio innovation and inspiration at AES Show 2024 NY, the flagship event of the Audio Engineering Society. This annual gathering unites over 10,000 audio professionals, enthusiasts, and exhibitors from around the globe. Whether you’re a seasoned expert, a novice, or a student, the AES Show provides a platform for collaboration, discovery, and learning.

Audio Engineering Society

Below are the prices for attending AES which include a ticket just for exhibits which is quite reasonable.

Pricing for AES Tickets

ADC Talk in the main hall

Audio Developers Conference 2024

Announcing Audio Developers Conference 2024

The 10th Audio Developer Conference (ADC) returns in 2024 both in-person and online in a new city, Bristol, UK.

The in-person and online hybrid conference will take place 11-13 November 2024.

Talks at ADC range from audio research, to professional practices, to standards in audio development, as well talks about application areas and career development. Experimental projects are welcome. 

ADC Talk about AudioKit v5

Topics include, but are not limited, to:

  • Digital Signal Processing
  • Audio synthesis and analysis
  • Music technology, DAWs, audio plug-ins
  • Game audio
  • 3D and VR/AR audio
  • Creative coding
  • Other applications of audio programming (e.g. telecommunications, multimedia, medicine, biology)
  • Design and evaluation of audio software and hardware systems
  • Programming languages used for audio development (e.g. C++, Rust, Python)
  • Software development tools, techniques, and processes
  • Performance, optimisation, and parallelisation
  • Audio development on mobile platforms
  • Embedded, Linux, and bare metal audio programming
  • Low-latency and real-time programming
  • Best practices in audio programming
  • Testing and QA
  • Educational approaches and tools for audio and DSP programming
  • Planning and navigating a career as an audio developer
  • Other relevant topics likely to be of interest to the ADC audience

The MIDI Association and ADC

The MIDI Association is a community sponsor of Audio Developers Conference and several MIDI Association companies are paid sponsors of the event.

ADC is run by PACE Anti-Piracy Inc., an industry leader in the development of robust protection products, and flexible licensing management solutions. PACE acquired JUCE a few years ago.

JUCE is the most widely used framework for audio application and plug-in development. It is an open source C++ codebase that can be used to create standalone software on Windows, macOS, Linux, iOS and Android, as well as VST, VST3, AU, AUv3, AAX and LV2 plug-ins.

Several MIDI Association companies are sponsors of Audio Developers Conference including Gold Sponsors Juce and Focusrite, Silver sponsor Avid, and Bronze sponsor Steinberg.

Franz Detro from Native Instruments will be doing a talk introducing ni-midi2, a modern C++ library implementing MIDI2 UMP 1.1 and MIDI CI 1.2 and also the open source software available on MIDI2.dev.

Description of Franz Detro's talk introducing NI-MIDI2 at ADC

Franz is on The MIDI Association Technical Standards Board and an active participant in the MIDI 2.0 Working Group, the DAW working group which is working on open source software for how plugin formats including Apple Audio Units, Avid Audio Extension, Bitwig CLever Audio Plug-in, and Steinberg VST3.

He will be available at ADC to answer questions about MIDI 2.0 and The MIDI Association. The Interactive Audio Special Interest Group (Tom Poole from JUCE is on the IASIG steering committee) will hold an online meeting during ADC.

The MIDI Association will have both in person and on line representation at ADC and ADCx Gather.

The ADCx Gather one-day online event is free and open to everyone in the audio developer community (registration required). ADCx Gather is hosted in Gather.Town, a browser-based virtual online platform that allows attendees to interact and collaborate in real-time.

ADCx Gather takes place on the 1st of November starting at Noon UTC.

Registration for this event has not yet started. Sign-up for the ADC  newsletter and be the first to know when ADCx Gather attendee registrations begin.

Tickets for ADC

There are different tickets available for ADC with in person tickets for corporate, individual, academic and also the same categories for online participation.

Picture of the San Francisco Conservatory of Music

Steve Horowitz-IASIG Chair

Logo.

The Interactive Audio Special Interest Group of the MIDI Association is the longest running SIG in the organization.

IASIG is an organization in partnership with the International Game Developers Association (IGDA) and the MIDI Association (TMA) that brings together experts to share their knowledge and help improve the state of the art in audio for games, websites, VR content, and other interactive mediums. Our members share tips and techniques, study trends, and create reports and recommendations that game developers, tool makers, and platform owners use to create better products.

IASIG was born out of the Audio Town Meeting at the Computer Game Developers conference in April of 1994. The group first met in June of 1994 to discuss a means for improving audio development tools and upgrading multimedia audio performance. Initially called the AIAMP (Association of Interactive Audio and Music Professionals), the MIDI Association (TMA) assumed responsibility for the group in August of 1994.

IASIG is a partner of the International Game Developers Association (IGDA) and the MIDI Association (TMA).


IASIG operates as an official Special Interest Group of the IGDA, & under the auspices of the MIDI Association, with its own Advisory Board, Steering Committee and Working Groups. The majority of activity is in discussion of various topics of interest to the members, which is conducted via private internet mailing lists. Every participant is free to choose their own level of contribution, and all are encouraged to define issues and establish solutions with assistance from the greater community.

Working Groups are the foundation of the IASIG, which operate as explained in the IASIG Working Group Process. Working Groups are supervised by the IASIG Steering Committee. The Steering Committee ultimately serves the General Membership of the IASIG.

In addition, IASIG may convene an Advisory Board. Advisory Board members are not involved in the day to day management of the organization. As the name suggests, they serve to advise the Steering Committee in areas of specialized expertise, and as ambassadors for the IASIG to specific industry segments.

The process, in general, is geared towards gaining consensus, and the wider SIG membership is given ample opportunity to comment on the progress of each Working Group through reports given at regular physical meetings as well as via e-mail, internet chat rooms, or regular mail (as the case may be). IASIG recommendations will be forwarded to the IGDA, the MIDI Association, and all other interactive audio industry groups as needed to complete the IASIG mission to positively influence the development of interactive audio hardware and software.

Steve Horowitz-IASIG Chair

Steve Horowitz is not only a criticially acclaimed composer and the Chair of the Interactive Audio Special Interest Group, he is also the executive director of Technology and Applied Composition (TAC) program at SFCM, a position he took over in January, 2024.

Horowitz comes to SFCM after 23 years as Audio Director at Nickelodeon where he worked on scoring hundreds of video games.

Horowitz is also the author of The Essential Guide to Game Audio: The Theory and Practice of Sound for Games on Focal press, and newest book The Theory And Practice Of Music For Games, published January 2024.


Other Articles About The IASIG


Roles and Specializations for Game Audio Professionals

The Interactive Audio Special Interest Group (IASIG) was formed in 1994 as a special interest group of The MIDI Association to allow developers of audio software, hardware, and content to exchange ideas about improving the state of the art in interactive audio. In the beginning, IASIG activities focused primarily on influencing hardware and software design,…

Continue Reading Roles and Specializations for Game Audio Professionals

GameSOUNDCon 2024

2 Days of Video Game Music, Sound, Dialogue and More​ Game Music and Sound Design Conference GameSoundCon 2024- October 29-30- Burbank Convention Center- Burbank, CA & Online GameSoundCon 2024 is hybrid! We attended GameSoundCon and got to catch up with composers, sound designers, dialogue specialists, researchers, educators and others who want to keep up with…

Continue Reading GameSOUNDCon 2024

AES 2024

The MIDI Association will be participating in the Audio Engineering Society 2024 which happens October 8-10 at the Jacob Javits Center In New York City. While a large group of MIDI Association members will be on planes headed to Shanghai for Music China, another group of MIDI Association members will head to the Big Apple…

Continue Reading AES 2024

The Interactive Audio Special Interest Group of The MIDI Association

The IASIG is an organization in partnership with the International Game Developer’s Association (IGDA) and MIDI Association (TMA) that brings together experts to share their knowledge and help improve the state of the art in audio for games, websites, VR content, and other interactive performances. Our members share tips and techniques, study trends, and create…

Continue Reading The Interactive Audio Special Interest Group of The MIDI Association


The Interactive Audio Special Interest Group of The MIDI Association

The IASIG is an organization in partnership with the International Game Developer’s Association (IGDA) and MIDI Association (TMA) that brings together experts to share their knowledge and help improve the state of the art in audio for games, websites, VR content, and other interactive performances. Our members share tips and techniques, study trends, and create reports and recommendations that game developers, tool makers, and platform owners use to create better products.

The IASIG will be hosting a number of events at the 2023 Game Developers Conference (GDC) in San Francisco’s Moscone Center held March 20-24. 


IASIG Town Hall
When: Friday, March 24, 2023 – 12:15 PM -1:15 PM
Where: West Hall, Room 3006

The IASIG will be holding its GDC Town Hall in person for the first time in several years.

Want to improve game audio workflow or the professional audio tools available to you? Join fellow game audio educators, sound designers, composers, audio programmers, and other audio professionals at the Interactive Audio Special Interest Group (IASIG) Town Hall.

Get an update on current IASIG efforts, and share your own ideas, suggestions, and recommendations for improving the state of the art in audio for interactive media.

If you do audio, come and be heard.

IASIG Town Hall Sponsors



The Game Developers Conference Audio Track

GDC has its own Audio Track with a full schedule focused on Audio and Music in games.

https://gdconf.com/conference/game-audio 


With the support of IGDA, the IASIG will be holding a meet and greet in the South Hall of Moscone Center on the second floor in Room 203 on Tuesday – 3:00pm PST.  

The IASIG is working with GDC on the plans for the annual IASIG Townhall and will send out invites in advance of the conference. 


Many companies who have participated in the IASIG have booths at the Game Developers Conference including:  

Audiokinetic Booth S941 


Dolby Laboratories Booth S1041

FMOD Booth S1227


Chase Bethea, IASIG Chair at GDC

IASIG Chair Chase Bethea

Chase Bethea – the new IASIG Chair- is a NYX award-winning and VGMO nominated freelance Composer/Technical Audio Designer for Video Games and a variety of other Media. He will be at GDC and hosting the Town Hall and looking for Game Audio professionals who want to be on the IASIG steering committee.

With new leadership, a growing relationship as a Special Interest Group of IGDA and the decades long relationship with The MIDI Association, the IASIG is poised to drive new advances in interactive audio in games and continue to serve audio professionals in the game industry. 


Chase is also presenting two talks at Game Developers Conference.

Hunting with Hits: Tempo-Slaying Monsters in ‘Harmony”

This talk demonstrates the creation and implementation of an interactive score for a Hunting RPG with rhythm combat mechanics.

https://schedule.gdconf.com/session/hunting-with-hits-tempo-slaying-monsters-in-harmony/889896

Microtalk with other industry colleagues

In this series of microtalks, developers from six studios will present custom toolsets they’ve built and/or used to help development run more efficiently and comfortably.

https://schedule.gdconf.com/session/independent-games-summit-tech-toolbox-custom-tool-microtalks/892205 


Steve Horowitz, is a member of the IASIG Steering Committee and an Audio Director/Composer at Nickelodeon Digital. Steve is also a Faculty Lecturer in Game Audio at San Francisco State University.  


Steve is also presenting a talk at GDC.

Developing Together: Game Audio and Game Development Roundtable (Presented by the IGDA)

This roundtable brings together composers, sound designers, game designers, animators, programmers, producers, and anyone else involved with game production and design. Organizers will open up the floor and discuss the latest and greatest trends in games, as well as the most common production roadblocks.

https://schedule.gdconf.com/session/developing-together-game-audio-and-game-development-roundtable-presented-by-the-igda/894062 


This is what the Federal Trade Commission had to say recently about the gaming industry.

“Today, gaming is the largest category in the entertainment industry, with revenues that far exceed those of both the film and music industries. This year, the gaming industry is expected to be worth more than $170 billion in global revenues, five times greater than global movie box office revenues.”

With autonomous cars on the horizon and Analog Devices already implementing MIDI 2.0 over A2B in a few years people won’t be driving their cars, they’ll be playing games in them or mixing their latest album in immersive audio.

Please join us at the 2023 Game Developers Conference and get involved with one of the fastest growing industries for Audio Professionals. 


The Interactive Audio Special Interest Group Sponsors Sessions at Game Developers Conference

A Week of Game Audio Lessons 

The Interactive Audio Special Interest Group (IASIG) of the MIDI Association is the special interest group that represents MIDI and audio to the gaming community.
This year the all virtual Game Developers Conference includes a number of sessions sponsored by the IASIG and other sessions on audio that should be of interest for MIDI companies. 

Join the game industry’s top audio professionals to share knowledge and experience from the real-world addressing audio’s unique aesthetic, technical, business, and logistical problems.

2021 Game Audio Pass Pricing Details

Register for an Audio Pass ($399 – General Registration rate, ends 7/17) to attend all Audio Core and Summits sessions throughout the week.
The Audio Pass also includes access to the virtual GDC Expo, Sponsored Content, Networking & Meetings (with other Attendees & Exhibitors), Advocacy Sessions, Special Events, Main Stage Content, and the 2021 IGF Awards & GDCA. 


IASIG Town Hall

Wednesday, July 21 | 9:40am – 10:40am

Speakers: Kurt Heiden (IASIG), Steve Horowitz (Nickelodeon Digital, GAI, IASIG, SFSU), Scott Looney (Game Audio Institute), Athan Billias (The MIDI Association)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass
Topic: Audio, Special Event
Format: Special Event

Want to improve game audio workflow or the professional audio tools available to you? Join fellow game audio educators, sound designers, composers, audio programmers, and other audio professionals at the Interactive Audio Special Interest Group (IASIG) Town Hall.

Guest speaker Scott Looney will discuss the state of VR hardware, software and tools for VR, AR, MR and more. New developments with MIDI 2.0 and info on the upcoming Women in Game Audio roundtable will also be covered. Share your own ideas, suggestions, and recommendations for improving the state of the art in audio for interactive media. If you do audio, come and be heard!


Loud Secrets of Game Audio RoundTable (Presented by IGDA)

Thursday, July 22 | 2:30pm – 3:30pm

Speakers: Steph Nguyen (Independent), Chel Wong (Independent), Bonnie Bogovich (BlackCatBonifide LLC)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass
Topic: Advocacy
Format: Roundtable

The IGDA Interactive Audio Special Interest Group is hosting a roundtable discussion of women’s experiences in game audio. As the industry grows, more and more women are joining in making amazing audio for games. But the industry has historically been a male dominated one, and there are very clear and prevalent issues that women face. This women led roundtable intends to expose some of these issues, and discuss potential solutions. Some of the topics will include: lauding the professionals who hold the door open for women in the industry, harmful allyship, Women’s health issues, awareness of language, and intersectionality.


Audio Summit:DIY Musical Instruments Using Unity, WWise and Game Controllers

Tuesday, July 20 | 3:20pm – 3:50pm

Summit Speaker: Ressa Schwarzwald (Creative Mobile)

Pass Type: All Access Pass, Summits Pass, Audio Pass

Topic: Audio

Format: Session
If you’re specialized in interactive audio, not in programming, you’re still able to make musical instruments using the variety of software and gaming hardware we have nowadays. It’s pure fun as those instruments can be customized from the top to the bottom. It’s possible to use different controllers and play recorded or even resynthesized timbres with them. All this can be done easily: with simple scripts, the power of game engines and audio middleware.


Dolby at GDC 2021 

What Dolby is doing at GDC 2021

Join Dolby for an online gathering of the game development community in celebration of GDC 2021, July 19 – 23, 2021

Experience the power of Dolby Vision and Dolby Atmos in games, hear from industry leaders on the future of game technology, and learn how you can start creating and delivering your games in Dolby today.

See the full program and register for access: https://bit.ly/2T46PGe

@DolbyGameDev


IASIG Corporate Sponsors 



Game Music and MIDI- The MIDI Manufacturers Association (MMA) and the Interactive Audio Special Interest Group (IASIG)

What Is Interactive Audio 

 Game Music is incredibly unique because unlike almost every other form of music which is based on a linear temporal framework (a song starts and plays uninterrupted from begin to end), game music is inherently interactive because it depends on the user’s game play to decide what music plays at what time. If you are doing well in the game and increasing from one level to the next, the music will build and generate added excitement. But when you fail to move forward and the games ends, completely different music is triggered. More money is spent on developing games than is spent on developing movies and there is a very active group of dedicated game audio professionals who also use MIDI. 

What is Interactive Audio?

“Interactive Audio” is audio for interactive media such as video games, AR/VR environments, and websites… anywhere the audio changes according to listener input. The term “Interactive” is used to distinguish it from “linear” forms of audio (such as in films and in cut scenes in games) where the audio is decided in advance and always is the same no matter who is listening. The creation and delivery of Interactive Audio involves specialized skills and tools, and the close cooperation of composers, musicians, sound designers, programmers, educators, and software/hardware developers

by Interactive Audio Special Interest Group (IASIG)

What is the IASIG?

The IASIG is an organization that brings together experts to share their knowledge and help improve the state of the art in audio for games, websites, VR content, and other interactive performances. Our members share tips and techniques, study trends, and create reports and recommendations that game developers, tool makers, and platform owners use to create better products.

by IASIG

The IASIG was born out of the Audio Town Meeting at the Computer Game Developers conference in April of 1994. The group first met in June of 1994 to discuss a means for improving audio development tools and upgrading multimedia audio performance. Initially called the AIAMP (Association of Interactive Audio and Music Professionals), the MIDI Manufacturers Association (MMA) assumed responsibility for the group in August of 1994.

The IASIG operates as an autonomous group supervised by the MMA, with its own advisory board, steering committee and working groups. The majority of activity is in discussion of various topics of interest to the members, which is conducted via private Internet mailing lists. As is often the case in groups like this, every participant is free to choose their own level of contribution, though naturally participants are encouraged (and needed) to work on creating issues and solutions, not to just sit back and review everyone else’s work. The process, in general, is geared towards gaining consensus, and the wider SIG membership is given ample opportunity to comment on the progress of each Working Group through reports given at regular physical meetings as well as via e-mail, fax, or regular mail (as the case may be).

IASIG activities are independent of MMA activities, and membership in one organization does not entitle the member to services of the other. IASIG recommendations will be forwarded to the MMA and all other interactive audio industry groups as necessary to complete the IASIG mission to positively influence the development of interactive audio hardware and software.

IASIG Corporate Sponsors 

 Stay tuned for some exciting announcements from the IASIG coming this month!


Watch this video from Steinberg that describes how to use the Audiokinetic WWise engine in Nuendo for Interactive Audio


For more information on audio game development or to join the IASIG, click the link below.  


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IASIG – improving the performance of interactive applications by influencing hardware, software, and tool design.