Linear Sound Design

May '24

Hey! Here are some of the things I’ve been working on this month:

Sound Re-Design - Killer Instinct - Jago Character Intro

Re-Design Details 📋:

- Total Time Spent: 6.5h

- Source Limitations: No library material

- Plug-in Limitations: Free plug-ins only

The 2013 reboot of Killer Instinct is a favourite game of mine. I didn’t play a lot of the original arcade cabinets or the console ports back in’t day, but there was something about the reboot that just seemed to catch me at the right moment in time.

I became really engrossed in the gameplay mechanics, and at one point, would sometimes find myself practicing matches in my head during random idle moments during the day. Obsessed is probably the right word!

Like all good fighting games, Killer Instinct has a large variety of characters to choose from, each of which has their own unique intro and win cutscenes at the start & end of a match. Recently, when searching for interesting cutscenes/game cinematics to use for sound re-designs, I thought back to those Killer Instinct character cutscenes and felt a lightbulb-esque “A-ha!” moment go off in my head.

The KI character cutscenes are short and snappy (approximatley five to ten seconds long) and feature a character doing cool moves and pulling flashy poses. This makes them pretty much the perfect size and scope for a sound re-design; there’s plenty of visual detail and stylised movements to dig into from an audio perspective, yet the short runtime means they don’t feel as overwhelming to mix and manage when compared to a typical 3-5 minute gameplay cinematic.

So, the first of these Killer Instinct character cutscenes I’ve decided to tackle is the intro for Jago, the Tiger Warrior monk. To push my recording and editing skills with these shorter re-designs, I’ve set myself specific conditions I have to follow when working, which are:

  1. No library material - I can only use source that I have recorded myself (with the exception of IR samples for use in convolution reverbs).

  2. Free Plug-ins only - I can only design and mix with free plug-ins, and not paid ones (mainly sticking to the REA/js plug-ins in Reaper).

I’ve spent roughly 6.5 hours on this re-design to date, and I’m fairly happy with where I was able to get it to in that time.

I feel like areas that worked well were the reverb switchover on the chanting, which transitions from a far perspective to a closer-up and drier one with the camera move, and the metal foley clinks ‘n’ clanks for Jago’s sword and bracer movements. For these sounds, I recorded large antique coins in a metallic chain dice bag, and a leather pouch full of coins and some loose door keys!

 

Some of the Foley props I recorded to make Jago's jingles!

 

An area I’d like to go back on and improve in a future design pass would be the transient/impact for the hand clap. I feel like as this is the main action point of the scene, this probably could do with being bigger & beefier to get a more dramatic ‘thunderclap’ sort of vibe. I think further attention and adjustments to my side-chain compression settings would be beneficial here too, so that the clap can punch through the other mix layers more clearly.

Jago’s intro cutscene is one of the more understated cutscenes in the game. Working on this one first was a nice place for me to get started, and has also given me a good jumping off point for how I’d like to tackle re-designs for some of the more visually complex characters in the roster.

Kilgore, a big rusty Terminator-style robot, is the one I’ll be working on next. Time to go gather lots of metal samples!

 

Kilgore: 'koming' up next!

 

Sound Re-Design - Resident Evil 4 Remake - Cage Fight Cutscene

Re-Design Details 📋

- Total time spent: 11h
- Source Limitations: None
- Plug-in Limitations: None

I’m still enjoying blasting & stabbing my way through Resident Evil 4 Remake, which for me, is one of those games that seems to never ever get stale, no matter how many times I’ve already played it.

I was actually not a particularly big fan of the original Resident Evil 4 when it released in 2005 (I mourned the loss of the fixed camera angles which gave the 2002 Resident Evil Remake so much of its spooky character) but over the years I’ve warmed to it. Now, I really appreciate the game for what it is - a best-in-class action-adventure game, wrapped up in a spooky murder-cult aesthetic.

The 2023 remake is faithful to the 2005 title, but also brings a lot of new ideas and mechanics to the original’s gameplay loop to keep things fresh (the knife parry system is, quite frankly, amazing). There’s new cutscenes to boot too, including some very cool John-Wick inspired fight scenes where Leon gets to unleash his marksman & martial arts prowess on hordes of cultist goons.

I picked this ‘cage fight’ scene that happens about halfway through the story to use as a sound re-design, as I wanted to work on an action sequence that would be a good vehicle for developing my gunshot and melee combat sound design skills.

I’ve spent 11 hours on this re-design so far, and I feel mostly happy with the results I’ve been able to achieve, but there are aspects of the mix that I’d like to go back and adjust in another design pass.

On the whole, I generally feel pleased with how the gunshot sounds have come together, but having had some more time to reflect and critically listen to them, I think these need to be louder in the mix, in order to make them really ‘crack’. I also think I need to adjust the gunshot mixing to be more responsive according to each new camera position - i.e. use more reverb on the gunshot sounds when the camera is further away and looking down on the action compared to when the camera is tucked in nice and tight for a close-up.

I really enjoyed getting in the detailed little creaks and squeaks of Leon’s combat harness and clothing, along with the exaggerated whooshes for when the unlucky cultist gets whirled around. The arrow impact sounds that slam into that same cultist’s head just after this do feel a little loose timing-wise though, and probably could do with some different layers too.

Much like Resident Evil 4 Remake is a fun game to replay, I feel like this re-design will also be a fun one to revisit too again and again too. Here’s to hoping I can score an S-rank next time round!


Lost Skies - Announcement Trailer

I worked for Blitz Audio on the sound design for the Lost Skies announcement trailer!

This was a really exciting project to be a part of, with lots of gorgeous details to dig into when designing sounds for the various characters, gadgets, and creatures of Bossa Games' awesome new game world.

I’m really looking forward to seeing and hearing what wonderful sights and sounds await us in the game itself!

Fatal Knockout - Animated Trailer

I worked on sound design & dialogue processing for Crab Studio’s Fatal Knockout Kickstarter launch trailer!

It was a fun project to contribute to and be a small part of Niall Crabtree’s team - great to be able to ‘knuckle down’ 👊💥 as it were and ‘crack’ on 🦴⚡️ with all the vatious details of the design!

The Kickstarter campaign for the board game is now live, so give it a look if you want to pledge and get your hands on a copy.

 
 
 
 

At the time of writing, the team are also running a Fatal Knockout Invitational Tournament via YouTube during launch week - the perfect way to get a feel for the gameplay before stepping in to the ring yourself!

Doom Eternal - Archville Glory Kill Sound Re-Design

I played through Doom Eternal's Ancient Gods Part 2 DLC recently, and had a smashing time - that sentinel hammer is such a satisfying weapon to bonk demons on the head with! Firing the game up again inspired me to go back and add some more details to an Archville glory kill re-design I made towards the end of last year.

Here’s the re-designed clip itself, and a video breakdown of the different sound layers that went into it:

I’m fairly happy with how this clip turned out, but I did struggle a bit with managing the mix. As there's so many big and hyperrealistic elements all fighting for the listener's attention at once (creature roar, fire magic, combat impacts, gore etc.) I found it tricky to get the balance right between these exciting but competing parts of the soundscape.⠀

In the end, I decided to downplay the Archville's flame sounds in favour of focusing on its roar, as that felt like the most visually important element of the clip. I'm not 100% happy with the roar sound, as I don’t think I quite managed to get the individual parts (metal scrapes, alligator growls, tiger, lion & elephant roars) working together as one singular & cohesive voice as I'd intended. Nonetheless, I think the roar sound I ended up with still works with the visuals, and it was an enjoyable part of the design to iterate upon.⠀

I then used Waves Factory’s Trackspacer plug-in to duck down the volume of the Archville layers when Doomguy performs the grab and stab moves, which helped keep those impacts feeling beefy and punchy on top of a loud and dense soundscape.⠀

Overall though, I'm pleased with the end result of this re-design. I had a lot of daft fun chipping away at it, and the process of putting it together has been helpful in identifying areas in my mixing workflow that I need to continue to work on.⠀

KAR EN TUK!

The Spooky Jar - Kirsten McDowell

Boo!

I recently finished up some sound design work for my good friend and environment artist Kirsten McDowell on her Spooky Jar project, so here’s a quick post now that the project’s wrapped.

The Spooky Jar is an environment art scene that Kirsten made for her final year honours project at Futureworks. The bar’s design is inspired by the The Whiskey Jar, a whiskey bar (who’d have guessed?) in Manchester’s Northern Quarter. Unlike the Whiskey Jar however, The Spooky Jar is home to some cheeky ghosts and ghoulies who have come out to play, and presumably neck a few drinks along the way!

You can see the scene in full detail and get more info on the design process by heading over to Kirsten’s ArtStation page to check out the bar and its 3D-modelled props in all their glory. Plus, while you’re in a link-clicking mood, you should also follow her on Twitter too so you can keep up with the rest of her environment and game design work as well!

Here’s a flythrough video showcase of the scene:

I worked on the sound design for this video showcase, which was a lot of fun! The brief was to create a spooky yet cosy vibe for the piece through area (non-positional) and source (positional) ambience sounds.

Most of the sounds I designed were sourced from my sound effects library, but I did get chance to do some field recording for a few choice elements in the scene. For example, to record the ouija board glass movement sounds, I grabbed my trusty (but hissy) H4n recorder, a wooden chopping board and a nice, weighty glass tumbler and had a good ol’ scrape about! After chucking the recordings into Reaper and applying a bit of EQ and Brusfri to remove top-end hiss and room tone, I had this:

I also recorded this creaky, crackly book which I intended to try and use for some of the dusty paper menus and posters in the scene.

However, although these crunchy book sounds were cool, I felt they didn’t work too well with my audio direction for the scene, and that they sounded a bit too over the top and out of place for the I overall mood I was aiming for, so I took them out. Not to worry though - I’ll no doubt go back to this recording for the next project that needs some extra crunchy ice sound design I think!

As I was mixing my sounds to a linear piece of media, and not implementing them directly into the UE4 project, I decided to replicate the feel of the audio being played back by the game engine by keeping a lot of the positional source sounds (door creaks, neon sign buzzes etc.) mono. This way, I could pan them around the environment according to the position of the camera, to give the feel the player is actively moving around the scene in engine in real-time.

Here’s a shot from my Reaper session where I’ve used track panning to position diegetic source sounds in the scene in relation to the position of the camera. In this sequence of shots (02:15 - 02:28) the camera gradually moves from left to right through the environment, so I positioned the creaks and closing sounds of the door in this shot according to where an in-game listener on the camera would likely pick them up.

Anyway, it’s coming up to closing time on this post, so thanks for having a look and listen to the sounds of The Spooky Jar - it was a short but sweet project that was great to work on! Stay safe out there folks! :)