What Was That Noise: Mastering Creative UI Sound Design with Intention
GDC Festival of Gaming is highlighting a GDC 2025 session from Formosa Interactive UK sound designer Jonathan Bell on UI audio that does more than just confirm a button press. The talk focuses on balancing clarity, usability, and personality so interface sounds support play instead of competing with it.
Bell uses examples from God of War: Ragnarok, Helldivers II, and Total War: Warhammer III to show how UI audio can be shaped with UX principles in mind. The practical angle matters for teams trying to make menus, combat feedback, and system prompts instantly readable while still fitting a game's tone.
For audio designers, the useful takeaway is that UI sound can be treated as part of the game's identity rather than a purely functional layer. That means thinking about intent, hierarchy, and player comprehension at the same time, especially in busy games where audio cues have to survive under heavy mix conditions.
The session also fits a broader GDC pattern: treating audio as a cross-discipline problem that touches design, implementation, and player experience. GDC returns March 1-5, 2027 in San Francisco, and the channel continues to surface talks spanning audio, design, programming, art, production, and business.
“designing UI audio that is interesting to listen to, functional, and easy for the player to understand”
- what
- GDC 2025 talk on creative UI sound design with intention
- who
- Formosa Interactive UK sound designer Jonathan Bell
- when
- GDC 2025; GDC returns March 1-5, 2027 in San Francisco
- impact
- Helps teams design UI audio that is clear, expressive, and readable in play
Practical guidance for clearer, better UI audio
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