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Blades, Flames & So Much Blood
I was tasked with creating the sounds for so many fun weapons in this game! I handled the odachi, the kama, the tanegashima, foley for the yari and kusarigama as well as impact systems for hte entire arsenal of weapons Atsu has at her disposal. I redesigned the way the ignition works in the game with new unique sounds per weapon type with a little additive feel for if you have a weapon ignited while it's raining. I also captured a lot of new sounds for all the blood and gore in the game in a foley session heavily inspired by the way Denethor, the steward of Gondor, eats those cherry tomatoes in Return of the King. |
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Partners in Hunting
Another fun contribution I got to work on was creating the sound design for the companion wolf! There was a lot of fun that went into this including recording special foley with coyote claws sewed onto gardening gloves and recording some efforts from my own dog at home. (Shout out Heimdall!) Through a mixture of getting some recording sessions from the Days Gone and God of War 2018 teams and with my own foley and Heimdall recordings, I was able to put together the suite of sounds needed for the wolf. It was definitely a challenge getting the wolf to sound both like a trusting friend but also still have it be a wild animal that could attack you if it felt like it. I think for the most part it came out pretty okay! |
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Worlds to Explore
Working on the ambience for this game was such a treat! Each biome was so unique that crafting a wind for the Ishikari Plains was so different than crafting one for the Yotei Grasslands or Ishikari Plain. The amount of different activities to do in each of those valleys was also something that kept me on my toes! Breathing life into each of these valleys was one of the most fun things I did on this project. I think my favorite things I worked on for environments was the horse herd (fun fact - I forgot that a group of horses was called a herd, so I went with what I thought it was called. In all of the rigging I made for this, it is referred to as a flock.) as well as all of the sounds for the creepy Spider Lily General mythic mission! |
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One Step at a Time
One of the first things I did coming on to the team here at Sucker Punch was to absolutely decimate the foley system they had in place. I liked it a lot as it was, (it was award winning!) but I wanted to try and push things a little bit more. I opted instead for speed-based blending system for footsteps, seamlessly blending between different speeds of footsteps as the player increases their speed so as to always have a unique sounding footstep. I also upped the amount of assets we would use by a ton! This required us to go to the Playstation foley team, and man, did they deliver. We were able to refactor our entire foley tagging system to rely on three major asset types - Body, Cloth, and Gear - and through our variable controlled foley system, were able to tag up every movement so that it was as if there were foley artists themselves performing the actions as you play the game. |
Send Me A Message!
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Got any questions about my work? Want to work with me? Any good stories? Funny jokes? Feel free to message me about anything on your mind! I dig talking to people just as much as I dig creating sounds for giant dragons or awesome spells. And I really dig making sounds for giant, terrifying creatures and super-awesome looking spells. |
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