Video Game Re-sounding

Lloyd Gess

For this project, I work on resounding a scene from the popular video game Elden Ring. My goal was to create all of the sound effects and atmospheres in the video to display my skills as a sound designer and gain more insight into creating audio assets for video games. All sounds in this video were recorded and produced by me, except for the music.

Below is a link to the zip folder containing all audio assets created:

Audio Files.zip

Process:



Metal sheet used to simulate thunder recorded with a Shure SM7B


Recording the sound of cymbals being dropped on the ground to simulate a lightning strike, as well as creating the sounds of a dragon roaring with the microphone in a different position (which I forgot to properly document) recorded on a Shure SM7B



Recording the sound of cymbals being dropped on the ground to simulate a lightning strike, as well as creating the sounds of a dragon roaring with the microphone in a different position (which I forgot to properly document) recorded on a Shure SM7B


Capturing the sound of footsteps on tile, as well as the sound of rocks hitting each other recorded with a Shure SM7B


Dropping a bag of bullet casings to simulate the sound of chain mail/armor recorded with a Shure SM7B


Hitting another object with the metal pipe to capture a different sound of a sword hitting its target recorded with a Shure SM7B


Hitting the metal pipe against an object to create the sound of a sword hitting its target recorded with a Shure SM7B


Scrapping 'sword' (metal pipe) to try create the sound of a sword scrapping across its target recorded with a Shure SM7B


Recording myself falling onto the ground to create the sound of someone rolling on the ground with a Zoom H1n


Recording the sound of running water to create the sound of the dragon breathing fire, layered with other recordings with a Zoom H1n


Blowing into the Zoom H1n to layer into the sound of the dragon breathing fire


Recording the sound of my electric razor to create the sound of electrical buzzing for the electric particles that appear before the dragon's lightning attack with a Zoom H1n


Collaborative Work:

To further develop my skills in sound design for video games, I decided to create audio assets for the Tri 2 gaming students. They created a game called "Lost Dive", an underwater game which will has no music and relied on sound design in order to create an immersive experience. Below is a link to a zip file that contains the audio assets that I recorded and created:


Audio Assets.zip

Reflection

For this project I decided to explore the world of sound design, specifically immersing myself into sound design for video games. In order to achieve this, I decided to take on two separate elements for my overall project submission. I did this as there was an opportunity to do sound design for the gaming students in the second trimester and this was a great opportunity to get experience in creating audio assets for a client and fulfilling the sound design criteria of someone else. For the other part of this project, I did a resounding of an existing video game called Elden Ring, which was the original idea that I had for this project. Due to the fact that this was a recording project, this meant that I had to record all of the elements to create the sound effects. Once they were all edited, the audio assets were delivered to the gaming students who then implemented them into the game that they made for their project. For the resounding I had to place all of the created sound effects to match the video and recreate the scene with the goal of making the sounds feel as if they are in the game.

The recording and editing portions of the project were fairly stress free and did not cause me too much trouble, but this was mainly due to the fact that I chose to do very rudimentary recording techniques in order to properly challenge myself to improve my sound design skills within ProTools. The work for the gaming students was also successful and they were satisfied with the audio assets that I provided for them, stating that there was no need to make any edits after they heard the SFX library. Additionally, the resounding was successful and definitely provided me with a great opportunity to see what goes into creating audio assets for a video game.

The biggest thing that did not go well was the amount of work that had to be done in a short amount of time. I definitely underestimated how much work I had to do in order by accepting to do work for the gaming students as well as my own resounding work. I believe that all of the audio assets that I created would have been better if I was focusing on only aspect of this project, although this was also a great learning experience for me. It showed me how much work really goes into this and it also forced me to do a significant amount of work in a short time frame, as well as the pressure of having a ‘client’ (the gaming students) relying on me to complete their project.

All of this has taught me a lot with regards to sound design and the difference between doing work for my own project and someone else’s project. I felt the responsibility to complete the gaming student’s audio assets before working on my own and by underestimating the amount of work I would be doing for their project resulted in me having a lot less time to work on the resounding project. Although from this immense workload it also taught me how to work more efficiently and effectively in ProTools and in general.

Contact Details

Name: Lloyd Gess

Skillsets: Sound Design & Audio Engineering

Email: lloyd.gess@gmail.com

Social Media: www.youtube.com/channel/UCgyEbi4OKAVFal5Yll-2-vg

Website: https://lloydgess.wixsite.com/mysite