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Welcome to my second portfolio project! This month, I was taught how to design sound effects and implement them into video games using a software called Wwise. I designed the sounds for a first person search and find style game called Graveyard. In this game, the player must follow voices to find graves that contain trapped souls they must collect. I designed the majority of the sounds for this project. Below is a brief description of how I designed each asset.

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1. VOX_Whispers_Loop - This is the asset portrayed in the first video. This sound initiates when the player gets in close proximity of the graves that contain the souls they must collect. I recorded the original sources myself by making several eerie and haunting noises with my voice. I then layered them and added heavy reverb and other effects via a plugin called Multipass. Check the video for a more in depth look at the my process for this asset!

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2. FLY_Clothing - This sound was created by layering several different recordings of clothing and jewelry. This sound plays along with the footsteps to represent the items and fabrics the character in the game is wearing. I didn't do any processing other than EQ to remove or boost certain frequencies.

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3. FLY_Footstep - This sound, as the title says, represents the footsteps of the character. I recorded myself walking on foliage and gravel to get the environmental aspect of the footsteps. I then used a footstep sample from Westmar's Audio Library to represent the impact sound of the feet as they hit the ground. Once layered together, I simply EQ'd the asset to, again, highlight or remove certain frequencies.

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4. SFX_Orb_Temple_Torch_Ignite - This is the first sound that plays when you approach the Orb Temple torches.  It represents the ignition of the torches as they turn on one by one. I used a tapestry I have to record the source for this sound. I flapped the tapestry like I was shaking dust off while facing away from the recorder to prevent the wind from interfering with the flapping sound. Once more, the only processing I added was EQ to highlight or remove certain frequencies.

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5. AMB_Main_Ambience_Loop_02 - This is an unnatural ambient sound heard consistently throughout the game to give it an eerie undertone. I used synthesizers in Logic to create the sound, then added reverb and delay to give it depth and space.

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6. SFX_Energy_Loop - This sound initiates when after a soul cube appears above a grave. It is an ambient noise that represents the energy given off by the cube. I used a synthesizer in Logic to craft the sound source. I then added heavy reverb, delay, and a reverser effect via the plugin Multipass to give the asset depth, space, and character. 

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7. SFX_Orb_Activate - This sound initiates when the player approaches the Orb Temple and the orb suddenly appears. I used electricity sounds from the Westmar Library and layered them with some eerie vocals I recorded. I then added heavy reverb and delay to give the asset space and depth.

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8. SFX_Orb_Deactivate - This sound plays after the Temple Orb has been collected. For this asset, I used the unaffected Orb_Activate source and reversed it. I then layered the two versions of the clip with an eerie exhale. Lastly, I added heavy reverb and delay to give it depth and space.

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9. SFX_Orb_Loop- This is the sound of the Temple Orb itself. I used electricity sounds from Westmar's Library and layered them with sounds I crafted in a synthesizer on Logic and some eerie vocals I recorded. I then added heavy reverb and delay to create depth and space.

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10. SFX_Pickup_Activate - This sound initiates when the player get close enough to a grave and the soul cube suddenly appears. I designed this asset using electricity sounds from Westmar's Library, sounds I crafted using a Logic synthesizer, my eerie vocals, and a marimba. Once layered together, I added heavy reverb to give it space.

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11. SFX_Pickup_Capture - This sound initiates when the player collects a soul cube. I simply used a synthesizer on Logic to craft this asset and added reverb to give it space.

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12. SFX_Pickup_Deactivate - I used a similar process for this asset as I did for the Orb_Deactivate asset. I took the unaffected Pickup_Activate asset, reversed it, and layed the two versions together. I then added heavy reverb and delay to give it - that's right, you guessed it - depth and space!

Any Questions or Comments?

Much Appreciated! Stay Safe Out There!

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