Skip to main content

Tag: Game Audio

Game Audio Institute image

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.


Large text reads “IA sig” with musical staff lines behind the letters. Below are the MIDI Association and IGDA logos with their names. The overall layout suggests a collaborative or organizational theme.

Logo for Game Audio Institute, featuring a green video game controller with sound bars inside it. The text reads “GAME AUDIO INSTITUTE” and below it “Your Game Audio Connection.”.

Logo for the Game Audio Network Guild featuring a stylized circular design with a G on the left and the organizations name in bold blue text to the right.

A colorful soundwave graphic in orange, yellow, red, and purple appears to the left of the black text A SOUND EFFECT on a white background.

Logo for the School of Video Game Audio with a stylized black joystick and orange button on a pink background, partially obscured by a diagonal white stripe. Text reads “Learn game audio online.”.

Large text reads “IA sig” with musical staff lines behind the letters. Below are the MIDI Association and IGDA logos with their names. The overall layout suggests a collaborative or organizational theme.

IASIG/IGDA Town Hall

31st Annual IASIG Town Hall

Session Title: 31st Annual IASIG Town Hall- Day/Time: Friday, March 21st, 12:15 pm, Duration: 60-Minute Special Event

Tom Poole  (Director, JUCE / ADC)

Dave Berol  (Audio / Voice Director, Surfaceink Product Design & Development)

Pat Scandalis  (CEO/CTO, moForte Inc)

Athan Billias  (MIDI Association Executive Board, MIDI2Marketing)

Steve Horowitz  (Audio Director, IASIG/GAI)

Location: Room 3024, West Hall

Date: Friday, March 21

Time: 12:15 pm – 1:15 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass  Get your pass now!

Track: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. 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. The IASIG works as a Special Interest Group in both The MIDI Association and the International Game Developers Association representing Game Audio Developers in those organizations.

https://schedule.gdconf.com/session/31st-annual-iasig-town-hall/911429

Large text reads “IA sig” with musical staff lines behind the letters. Below are the MIDI Association and IGDA logos with their names. The overall layout suggests a collaborative or organizational theme.

IASIG/IGDA Roundtable Talk

Developing Deeper Player Engagement and Emotional Connection Through Sound and Design Roundtable (Presented by the IGDA)

Wednesday: IASIG/IGDA Roundtable Talk, (Wed 2-3pm Room 301 South Hall)

The IASIG is dedicated to the art and technology of sound in games. Sound is a large part of what makes games fun and memorable. Why do certain pieces of music trigger strong memories and emotions? Why are organizations like the SF Symphony and others performing game music in the concert hall? Why does that one sound effect keep playing in your head? And what is it about the sound of a warp pipe that gets you excited for the adventure to come?

Hosted by the Interactive Audio Special Interest Group, this engaging roundtable discussion will focus on bringing together folks from all parts of the development community. This roundtable brings together composers, sound designers, game designers, Narrative Designers, animators, programmers, producers, and anyone else involved with game production and design.

Classical California’s Jennifer Miller Hammel (Host/Curator/Producer of Arcade) and SF Conservatory’s Steve Horowitz (ED, SFCM’s TAC program) will open up the floor for you to discuss the latest in sound and design with a focus on how great moments from game audio history can inform future game production.

How can the satisfying crunch of snow under a boot keep you moving forward? How can iterative design enhance player retention? How can adaptive audio add to the players sense of immersion? Let’s come together to develop a deeper understanding of each other’s art, process and pipeline.

Developing Deeper Player Engagement and Emotional Connection Through Sound and Design Roundtable

Large text reads “IA sig” with musical staff lines behind the letters. Below are the MIDI Association and IGDA logos with their names. The overall layout suggests a collaborative or organizational theme.

Interactive Audio SIG Networking Meet Up 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.

A group of people dressed in Renaissance-era clothing sit together, focused on playing video games with modern controllers, blending historical and contemporary elements in a humorous scene.

Collective Creativity in Game Design & Music

Games and sound go together like macaroni and cheese. Sound is a large part of what makes games fun. So, what are some of the hot button issues that game designers need to know about the process of creating game sound — and what do audio folks need to know about game design and production? Good questions!

This roundtable brings together composers, sound designers, game designers, animators, programmers, producers, and anyone else involved in the production process. Organizers open up the floor and discuss the latest and greatest trends in games, as well as the most common production roadblocks. Let’s come together to develop a deeper understanding of process and pipeline.

 

Cooperative Design Roundtable: Collective Creativity in Game Design & Music (Presented by the IGDA)

Steve Horowitz  (Audio Director, IASIG/GAI)

Location: Room 211, South Hall

Date: Wednesday, March 20

Time: 5:00 pm – 6:00 pm

Four people in elaborate Renaissance-style clothing sit at a table using desktop computers and game controllers, blending historical fashion with modern technology.

30th Annual IASIG Town Hall

Since its inception in 1994, the IASIG has been driven by a selection of audio-focused volunteers with the goal of uniting the audio hardware and software industries with creators, researchers, and educators in order to push for the state-of-the-art for the industry.

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.

The IASIG works as a Special Interest Group in both The MIDI Association and the International Game Developers Association representing Game Audio Developers in those organizations.

Steve Horowitz (Audio Director, IASIG/Game Audio Institute)

Tom Poole  (Director, JUCE / Audio Developers Conference)

Dave Berol  (Audio / Voice Director, Surfaceink Product Design & Development)

Austin Smith  (Content Manager, Sound Designer & Composer, Game Audio Institute/Blackwater Soundworks)

Pat Scandalis  (CEO/CTO , moForte Inc, MIDI Association MPE WG Chair)

Location: Room 3002, West Hall

Date: Thursday, March 21

Time: 12:45 pm – 1:45 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass – Get your pass now!

Game Developers Conference

Game Developers Conference

The 38th annual Game Developers Conference (GDC), taking place March 18-22 at the Moscone Convention Center in San Francisco, delivers the game industry’s greatest source of content and connections—with innovative exhibitors, awe-inspiring technology, and powerful talks led by game developers who live and breathe this industry.

Game devs and industry experts who attend GDC 2024 can expect the return of many activities and events that make the Game Developers Conference the place to be for game developers. Attendees can attend a comprehensive selection of lectures, panels, and roundtable discussions, tour the GDC Expo to check out companies’ latest products and solutions, and head to the GDC Play area to try the newest indie sensations before they come out.

In addition, the Independent Games Festival and the Game Developers Choice Awards will take place live on Wednesday, March 20—with a simultaneous broadcast in the event app and on the GDC Twitch channel.

Orchestra seen from above.

Orchestral Articulation Profile NAMM 2024

There are many orchestral sample libraries in the market, and they are essential for film scoring, game audio, studio, and live MIDI applications. These orchestral libraries have many kinds of articulations.  

For example, a string library might have a different set of samples for every articulation including marcato, staccato, pizzicato, etc.

However, there is no industry standard method-the method for selecting these different articulations has been different for each developer.  Many developers use notes at the lower end of the MIDI note range for “key switching”, but the actual keys used are different between different developers. Some developers use CC messages to switch between articulations, but again there is no industry wide consistency. Some plugin formats now have the ability for per note selection of articulations, but again the method for inputting that data is different for different applications. 

It is the goal of the MIDI-CI Profile for Note On Orchestral Articulation to provide a consistent way to encode articulation information directly in the MIDI 2.0 Note On message, using the Attribute Type and Attribute Data fields.

In arriving at this Profile, a study was made of orchestral instrument families, choir, big band instruments, guitar, keyboard instruments, and various non-western instruments to evaluate the degree to which they share common performance attributes and sound production techniques. Notation symbols and performance indications were also considered to determine, for example, how successfully a violin note marked with a trill might result in a musically meaningful or analogous articulation when the part is copied to an instrument as far afield as timpani—all without the composer having to re-articulate the timpani part, at least initially.

The Profile provides a comprehensive yet concise system of articulation mapping that includes a wide palette of articulation types and supports articulation equivalence across eight instrument categories.

The Profile was designed to offer articulation equivalence — a system of articulation mapping that allows a passage articulated for one instrument to be copied to another track and playedplay back with an equivalent or analogous articulation, regardless of the target instrument type.

When implemented by sample library developers, the Profile will greatly aid composers in highly significant ways.

First, it will simplify the process of substituting or layering sounds from the same or different sample libraries; Second, it will allow composers to quickly audition and orchestrate unison passages by copying an articulated part to other tracks and hear them to play back with equivalent or analogous articulations.

Join us on Youtube for The Orchestral Articulation Profile at NAMM 2024.

Orchestra seen from above.

The Orchestral Articulation Profile

There are many orchestral sample libraries in the market, and they are essential for film scoring, game audio, studio, and live MIDI applications. These orchestral libraries have many kinds of articulations.  

For example, a string library might have a different set of samples for every articulation including marcato, staccato, pizzicato, etc.

However, there is no industry standard method-the method for selecting these different articulations has been different for each developer.  Many developers use notes at the lower end of the MIDI note range for “key switching”, but the actual keys used are different between different developers. Some developers use CC messages to switch between articulations, but again there is no industry wide consistency. Some plugin formats now have the ability for per note selection of articulations, but again the method for inputting that data is different for different applications. 

It is the goal of the MIDI-CI Profile for Note On Orchestral Articulation to provide a consistent way to encode articulation information directly in the MIDI 2.0 Note On message, using the Attribute Type and Attribute Data fields.

In arriving at this Profile, a study was made of orchestral instrument families, choir, big band instruments, guitar, keyboard instruments, and various non-western instruments to evaluate the degree to which they share common performance attributes and sound production techniques. Notation symbols and performance indications were also considered to determine, for example, how successfully a violin note marked with a trill might result in a musically meaningful or analogous articulation when the part is copied to an instrument as far afield as timpani—all without the composer having to re-articulate the timpani part, at least initially.

The Profile provides a comprehensive yet concise system of articulation mapping that includes a wide palette of articulation types and supports articulation equivalence across eight instrument categories.

The Profile was designed to offer articulation equivalence — a system of articulation mapping that allows a passage articulated for one instrument to be copied to another track and playedplay back with an equivalent or analogous articulation, regardless of the target instrument type.

When implemented by sample library developers, the Profile will greatly aid composers in highly significant ways.

First, it will simplify the process of substituting or layering sounds from the same or different sample libraries; Second, it will allow composers to quickly audition and orchestrate unison passages by copying an articulated part to other tracks and hear them to play back with equivalent or analogous articulations.