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Sound Redesign Showreel

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Hey peeps! this is my latest iteration of my linear sound design game showreel. Below are some details about how I created the sounds for this! Bit of a long read but I'm sure someone will appreciate the details!

Metro Exodus - with this redesign I aimed to create a realistic soundscape. The gunshots were created by layering various weapons from Boom Library's Assault Weapons. Varoius gun recordings were used such as close spot mics of larger caliber rifles, contact mics for some subtle mechanical noise and some distant recordings for a slight tail. I utilised FF Pro-R to create the early reflections verb - I'd have preferred to use a convolution verb but I chose to use what I had on hand and I love how it came out. Everything else was created with Foley e.g. the footsteps were created from a medical mask rubbing, the rustling was created using various sheets, clothing and loose bolts in a bag and the reload was created using a DSLR camera lens mounting.

Sekiro - I challanged myself to do a redesign of one of my favourite battles from Sekiro. Unlike the Metro redesign, I wanted to create something much more Hollywood sounding. The majority of the sounds were created with foley. For the blade hits, I wanted to capture what the game's audio does - the satisfaction (relating to resonance and energy) correlates to the quality of the block. For this, I layered several knives and some other objects such as a metal bin lid. After some compression and saturation, I automated a slight pitch warble after the transient to give the effect of the metal distorting from the sheer energy of the hit as the original sounds do. The firecracker attack was created using a string bow which I ran my fingers across, pitch shifted and compressed. Layered with some additional 'thwack' transients and a low whoosh, I found it to sound very accurate to the original. All sound layers were processed with instances of FF Pro-R which I set up to sound like a large hall.

Doom Eternal - Doom is one of my favourite franchises so it was logical for me to do a redesign. I chose the BFG10K cutscene from Doom Eternal because I wanted to focus on the sci-fi aspect rather than the combat. In contrast to my other redesigns, every sound par the button click is synthesized in some way. The charge up sound is one of my favourites to date - I created this using a pink noise source which I processed with some resonance and EQ. The main technique used was the application of FF Saturn 2's advanced settings. By applying an LFO and envelope generator to different parameters and automating these, I was able to create a pulsing distorted feedback sound. The only thing missing was a filter sweep and a tremolo to give the sound movement. Similarly, these were both automated so that the resonant frequency increased as the speed of the oscillations and the rate of the tremolo increased.

As always I'm constantly updating and working on new reels so keep your eyes open!

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