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Planning my game-audio education..
Old 18th November 2017
Registered User
🎧 15 years
Lightbulb Planning my game-audio education..

Greetings all. Moving towards sound design for gaming, and hoping to get some direction!

I've been into music for a few years, recording trip-hop etc with Ableton Live.

My goal is to produce foley/sfx/music for games and to earn some money by combining passive income (through licensing) and more bespoke freelance work.

Here is my "education roadmap":
- Continuously record and build up a substantial personal library of sounds
- Continuously create a library of more complex sound effects
- Improve my recording kit and technique
- Learn Unity and Wwise and how they interact (This is somewhat daunting)

If anyone has any suggestions to tailor my approach, please chime in. I'm very interested to get some feedback (pun intended)



My kit:
Windows 10 PC running: Ableton Live Suite. iZotope Iris, and various other VSTs. Soundforge. Unity. Wwise. Davinci Resolve. Seer.

Hardware: Event Monitors. M40X Headphones. Ableton Push. Midi keyboard. Zoom H4NP. Rode NT1A.
Old 31st December 2017
Registered User
🎧 15 years
Glad to hear of your plans. I've been fortunate to have worked on over 100 games as a composer/sound designer from pre-iPhone era mobile to PC to arcade. I've also spoken at conferences worldwide on the topic. It's a networking game for sure and although it's now violently competitive, you can find paying work and have a ton of fun. The passive income from SFX is not great these days due to massive over saturation. Custom work for clients is where it's at. The middleware tools are now a desired skill and can actually lead to full time gigs.

Start in your town by attending IGDA meetings and game dev groups. Have pro business cards and say yes to everything.

Best of Luck!

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