Aran Everitt Linear Audio Redesign Reel
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Hey! 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!
Titanfall 2 - This is the most recent redesign I've done. I chose this clip because I wanted to create some organic(ish) sounds for the Prowlers - something I'd never really done before. I'm exceptionally happy with this redesign because most sounds were recorded in my room but I was able to work around the horrid resonances and reflections it produces.
Metro Exodus - With this redesign I aimed to create a realistic outdoor soundscape. The gunshots were created by layering weapons from various Boom Library construction kits. Everything else was created with Foley e.g. the footsteps were created from a medical mask rubbing and the reload was created using a DSLR camera lens mounting. I used FF Pro-R for the early reflections which came out alright.
Sekiro - I challanged myself to do a redesign of one of my favourite battles from Sekiro. Unlike the Metro redesign, this one was difficult because I needed to capture the energy and feel that the original has - especially with the blade hits which have slight pitch warble, for example. All sound layers were processed with instances of FF Pro-R which I set up to sound like a large hall.
Doom Eternal - 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 - I created this using a pink noise source which I processed with some resonance and EQ. Combined with extensive use of FF Saturn 2's advanced settings (e.g. LFO and EG), I was able to create the pulsing distorted feedback sounds. The finishing touch was an automated filter sweep and tremolo to give the sound movement.
Thanks for listening!
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