Sound Design Projects

(Constantly Updating)

This was created as a technical challenge aiming to construct a battle sequence relying solely on a single field recording as the starting point. All other elements needed to be generated synthetically. In this particular instance, I primarily utilized Vital, Serum, and Phaseplant. However, to achieve more lifelike sounds, I employed SerumFX's polyphonic key-tracked filter bank for pseudo modeling and incorporated diverse noise impulses and noise layers within a granular resynthesis plugin called Quanta, in addition to general layering techniques.

The key takeaway from this:

Reverb, comb filtering, and basic low-pass/high-pass filtering techniques can convey the sense of an object or audio source's kinetic energy. Moreover, when used in context, these effects can provide the listener with a general sense of the environment in which the audio source exists, including factors like scale, the presence of hard or soft surfaces; trees, and other structures, etc.

Had some fun with the sounds I made in the above example.

Some of the more “sound design forward” moments in a few of my personal works.