SONIC DESIGN | FINAL PROJECT: GAME AUDIO

  

2.11.2 025 - 4.01.2026 /Week 11 - Week 15
Sonic Design: Final Project
Loh Kai Xuan (0365780)



TABLE OF CONTENTS






INSTRUCTIONS

Week 11

For the final project, we are required to design and produce original game audio for a given gameplay video


TASK 2

Chosen Gameplay Video:

Fig.1.1. Battleblock Theatre Gameplay video


Before starting, me and Te Li Wen worked together to create a audio cue list since we both used the same gameplay video. This also helped save alot of time since there was a lot we want to record with the limited time. We split the recording work.

 
Fig.1.2. audio cue list to be recorded


Recording

We then prepared the materials to record together in the studio.

Fig.1.3. Recording in the Studio

We used various everyday objects to record the sounds, and improvise on the spot when needed. Such as using a plushie to create the footstep on clouds sound.

Fig.1.4. Recording footsteps on cloud with plushie

Since we decided to go for a more comedic and cartoon approach, it was not easy to create those sounds from scratch. So using our own voice was alot easier. 

Storyboarding

To make the next part easier, I created a colour coded storyboard to mark which audio will be where. These are the main sound effects needed and I might add more during the editing if there's any I missed.

Fig.1.5. Audio Storyboard (Colour Coded)

Editing

To start with, I added noise reduction on everything. And used dynamics noise gate to shut off the static at parts that is needed. Most of the audio were edited on their own tracks but some others that need multitrack are done afterwards.

Alot of the audio were good to go even without much editing, such as the stamping. A real stamp was used and then i just exaggarated the sound with parametic EQ.



Fig.1.6. Creating the Stamp sound effect

Audio Journal 1 - Gem Collection

An audio I'm proud of is definitely the gem collection. I really wanted to make it grand but still fit in the game. I used the audio of the kalimba we recorded in the studio.

Fig.1.7 . Kalimba

Fig.1.8 . Magical Effect Raw


I first copied the audio to new and cut out a few of my favourites takes. I then added the following: Echo, Reverb, Chorus.

Fig.1.9 . Gem Variation

I first copied the audio to new and cut out a few of my favourites takes. I then added the following: Echo, Reverb, Chorus. Using Pitch Shifter and variations of the kalimba, I was able to stack the audios in a away that it sounds like a fun, shiny Chime. In the final gem collection, I added one more note to the chime to make it feel like it's special. 

Fig.1.10 . Gem Collection Multitrack Editting

Fig.1.11 . Gem Collection Mixdown


Audio Journal 2 - Teleport

This was a really fun one. I decided to use the gem variation clip as well for this since I found out that it sounds like a warping sound when I add certain modulations. 

I added chorus to a long kalimba clip. Then used phaser and flanger to create the wonky audio. Paring with with echo creates the sci-fi feel. This made it sound like a quick teleport. 

Fig.1.12 . Editting Short Teleport audio


Fig.1.13 . Short Teleport 

Audio Journal 3 - Crowd Cheer

This audio is used for both the checkpoint and the ending. I stacked this audio to make it seem like theres a crowd.

Using the different takes with both low and high voice and chorus. 


 Fig.1.14 . Cheering sounds - Raw

 Fig.1.15 . Crowd Cheer Multitrack mixdown


Fig.1.16 . Crowd Cheer - Editted


Audio Journal 4 - Explosion s

We wanted a simple explosion that isn't over the top so we used a paper origami popper. I tested the origami at home to see if the sound works first then rerecorded it in the studio near the mic.

Fig.1.17 . Paper Popper text recording

Fig.1.18 . Explosion - raw

Next I cleaned up the audio and increase the bass with parametic EQ to make it slightly heavier. I also layered the fire sizzle audio in. Pitch shifter was was also used to deepen the audio to make the explosion sound larger for the big explosion boxes. 

Fig.1.19 . Explosion multitrack


Fig.1.20 . Small Explosion - Editted


Fig.1.21 . Big Explosion - Editted


Audio Journal 5 - Player Jump - Hot Stone

This was relatively simple but I liked how it turned out. The fire sizzling was recorded by rubbing Polystyrene Foam. I utitlized a more aggresive part of the take to do the jumping sound effect. It sounds similar to putting a raw steak on a pan.

Fig.1.22 . plastic foam

Fig.1.23 . Fire Sizzle - Raw

Fig.1.24 . Editting Player Jump - Hot Stone

Fig.1.25 . Player Jump - Hot Stone

Compiling


After all the sound effects needed are completed, I moved on to compiling. My adobe audition kept crashing or freezing even after separating into multiple parts. So I only used multitrack to combined short sound effects.

Due to the deadline being 2 days away, and not enough progress could be done on audition. I decided to rely on adobe premiere pro to compile the audio and edit the left right channels. It was much more smoother though i still had to split it into 3 parts. 

Fig.1.26 . Compiling in Adobe Premiere

Fig.1.27 . Editing left and right channels

Lastly, I adjusted the overall volume to be louder as I realized it was too soft even at 100% volume once I removed my headphones.


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Final Result


Here is my final result:

 Fig.1.28. Final Project: Result





FEEDBACK

Week 12

Adding the left and right channels will help with selling the sense of distance the player has to an item. Louder recordings will be easier to denoise.

Week 13

Reminder to record the progress to creating the audio and to denoise all the audio recordings.






REFLECTION

Week 11-14

I had alot of fun during the recording process. And seeing the final result was really satisfying. Getting to experience recording at a studio was new to me. One thing I hoped was that I could've experimented with the bus tracks if audition was not acting up right before submission. However I will take this as a learning opportunity even if I didn't manage to do a perfect job. 

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