Sound Design Reel

I mute the original audio and rebuild everything from scratch, no sound libraries.

Role Solo Sound Designer
Type Audio Redesigns
Year 2023–2024
Tools Reaper, Logic Pro
Reaper Logic Pro Granular Synthesis Field Recording Foley

Why Redesigns

Take a game scene you know by heart. Mute the original audio. Now make it sound real again using only your own recordings and processing. That is the exercise. It's harder than it sounds because people already know what the original sounds like, so every difference sticks out.

These four redesigns span about a year of work. The first one, Fractured Horizon, is honestly rough - basic spaceship hums and door sounds. But it taught me that sync timing is everything. By the time I got to God of War, I had a process: record raw material, layer and process in Reaper, then match the energy of the original without copying it.

The rule across all four projects was the same: no commercial sound libraries. Every sound starts from a microphone or a synth oscillator. If I could not record it or build it, it did not go in the mix. That constraint forced me to get creative with what I had. A gas burner becomes dragon fire. A meat slap becomes an axe hit. When you can't just search a library, you start listening to everyday stuff differently. Everything becomes potential source material.

Redesigns

God of War - Combat Redesign

Redesign

I muted the original audio and rebuilt everything. The axe hits are metal-on-meat recordings I layered in Reaper. I literally hit a pork shoulder with a wrench and that became the base layer. Shield blocks have that sharp crack because I compressed the transient hard and let the tail ring out. The enemy screams took the longest to get right. First attempts sounded cartoonish. I ended up pitching down my own voice recordings and blending them with animal sounds until it stopped being funny and started sounding genuinely disturbing.

Baldur's Gate 3 - Spell FX Remake

Redesign

Fire spells start with a gas-burner recording pitched down an octave, then I added synth crackle on top for the magical layer. That two-layer approach - something physical on the bottom, something synthetic on top - became my formula for all the spell sounds. Ice is mostly granular synthesis with a slow attack so it sounds like it is forming. Each element needed to feel physically different when you hear it cast. Fire is fast and chaotic, ice builds up slowly, lightning hits hard and disappears. I wanted you to know which spell it is before the visual even shows up.

P2000 + Sci-Fi Weapon - Sound Design

Synthesis + Foley

Same exercise, opposite directions. The P2000 pistol is foley and field recordings: mechanical clicks, a dry close-mic shot, room reflections added back in post. Every layer is something I recorded in the real world. The sci-fi weapon is pure synthesis and spectral processing. No microphone involved at all. Sounds like electricity arcing through glass. Doing both at once made it really clear how different the two approaches are.

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Fractured Horizon

First Project

My first sound design project ever. Replaced all audio for a sci-fi scene: spaceship hum, alarm tones, mechanical doors sliding open. Honestly basic stuff compared to what came later. But this is where I learned how much timing matters. A door sound 3 frames late looks completely wrong. Your brain catches it instantly even if you cannot explain why. I also learned that a spaceship hum is not one sound - it is five or six layers at different frequencies, and if any one drops out, the whole thing feels thin. Simple project, but the lessons stuck.

Weapon Redesigns

Call of Duty - M1911

Foley + Transient

Classic 1911 pistol. The challenge was matching the iconic COD weapon punch without any sample libraries. I recorded metal clicks and slide actions from my own door hardware and camera shutters, layered them with a compressed transient hit for the actual shot. The tail is a short room reverb bus to sell the space. What I learned here: transient shape matters way more than the body of the sound. Get the attack right and the rest can be almost anything.

Deus Ex - PEPS

Pure Synthesis

PEPS is the non-lethal sonic rifle from Deus Ex. No physical reference - it shoots sound waves. So I went pure synthesis: a sub-frequency sweep for the low-end pressure, a high-frequency whine for the weapon energy, and a burst of filtered noise for the impact. Making it feel like a weapon and not just a pad effect was the hard part. I ended up adding a sharp mechanical click at the start - a mic'd metal switch - and that gave it the physicality it needed.

Overwatch 2 - D.Va Light Gun

Fast-Fire Layers

D.Va's Light Gun fires fast, so each shot has to be tight and punchy or the rhythm breaks. I built a short attack transient from a ceramic tile tap, layered a synth energy sweep underneath, and rotated three slightly pitched versions to avoid the ratta-tat repetition that kills fast-fire weapons. The firing rate is the constraint - you have maybe 60ms per shot before the next one plays, so every layer has to breathe in that window.

Game Audio & Creature Work

Cloud Gardens - Game Audio

Ambient + Foley

Sound design for Cloud Gardens, a slow garden-building game. The brief was calm and distant - the opposite of a combat game. I layered field recordings of wind with synth pads from Massive and Analog Lab 5, then ran everything through Waves H-Reverb to push the sounds far away. Plant growth is a soft organic rustle with a pitched-up synth bell on top. Object placement is foley on wood, metal, and stone, processed with Brauer Motion for small spatial movement. Different rule than the redesigns: library samples were allowed here (Soundly, Splice, Freesound) because this was about blend and atmosphere, not building everything from scratch.

Creature Design

Layering Exercise

Short creature design exercise - build a monster out of layered animal samples and battlefield ambience. Source material: alligator growl, chimpanzee screeches, lion roar, bat chatter. All pitched, time-stretched, and blended together until the individual animals disappear and something new emerges. The background is distant battlefield ambience, radio static, and an orchestral instrumental underneath. The exercise here was about layering and blend, not source creation from scratch.

Sound Design in Other Projects