Sound redesign · Three clips

Three sound redesigns

I redesigned the audio for three short clips using my own recordings, foley and synthesis, from axe impacts to spellcasting and weapon mechanics.

The God of War and Baldur’s Gate 3 clips are independent practice pieces, with no involvement in the original games.

Recording · Foley · Synthesis

A dark tavern room in Baldur’s Gate 3 with the floor covered in bright blue ice

The ice spell landing, in the Baldur’s Gate 3 clip.

God of War: combat

I layered metal and meat recordings for the axe hits. A sharp transient marks the impact, followed by a metallic ring from the weapon.

Combat from God of War, with my audio.

Baldur’s Gate 3: spells

Each spell starts differently, so it is recognisable before the visual effect settles. Fire grows out of a reshaped gas-burner recording, ice forms more slowly with a grainy texture, and lightning arrives as a short, hard crack.

Spellcasting in Baldur’s Gate 3, with my audio.

P2000 and sci-fi weapon

The P2000 is recorded weapon mechanics, a dry close shot and reflections that place it inside a room. The sci-fi weapon comes mostly from electronically shaped sounds, but a real mechanical click gives it a solid, physical start.

The P2000 and the sci-fi weapon, both from foley and synthesis.