This chapter presents a model for the structuring of computer game audio building on the IEZA-framework (Huiberts & van Tol, 2008), Murch’s (1998) conceptual model for the production of film sound, and the affordance theory put forth by Gibson (1977/1986). This model makes it possible to plan the audio layering of computer games in terms of the relationship between encoded and embodied sounds, cognitive load, the functionality of the sounds in computer games, the relative loudness between sounds, and the dominant frequency range of all the different sounds. The chapter uses the combined model to provide exemplifying analyses of three computer games—F.E.A.R., Warcraft III, and Legend of Zelda—. Furthermore, the chapter shows how a sound designer can use the suggested model as a production toolset to structure computer game audio from a game design document.