• Ben Minto’s Guest Lecture: The Complexity and Craft of Runtime Sound Design in Video Games

    Ben Minto, Audio Director at DICE in Sweden, recently delivered an engaging guest lecture on the intricate world of runtime video game sound design. With a career spanning over 15 years in game audio, including work on Star Wars Battlefront and Battlefield 4, Minto shared insights into the evolution of interactive sound, the technical and creative challenges of implementing audio in real time, and the balance between realism and stylisation in modern video games. His talk provided fascinating insights into the process of creating dynamic, responsive soundscapes, where audio is not just a background element but a crucial part of gameplay and player immersion.

    Ben Minto

    From Simple Playback to Dynamic Sound Design

    Minto reflected on how game audio has evolved from its early days, where sound was handled using two basic types: one-shot sounds and looping sounds. Previously, sound was mapped directly to game events, meaning a door opening would always trigger the same sound effect. Over time, game audio has moved towards a more interactive, system-driven approach, where runtime parameters influence how sounds are played.

    Instead of a single “door opening” sound, modern games now generate variations based on factors such as who opened the door, how quickly it was moved, and whether it had been used recently. This shift extends to more complex systems like weapons, explosions, and vehicles, where sounds are constructed from multiple component layers, ensuring they react dynamically to gameplay conditions.

    Case Study: The Explosion System in Battlefield 4

    Minto detailed how Battlefield 4 moved away from pre-recorded explosion sounds and instead dynamically constructed them from multiple elements. The explosion system in the game considers various factors, including the initial crack, the main body of the explosion, reflections and echoes based on the surrounding environment, and additional sounds caused by debris. The way an explosion sounds is also influenced by the player’s distance from the event, with close-up explosions featuring sharper, high-energy transients and distant ones creating a rolling, thunderous effect.

    The environmental setting also plays a key role, with explosions in urban environments producing sharp, slapback echoes while those in forests have a more diffuse, drawn-out reverb. Destruction layers add further realism by introducing the appropriate material sounds, such as metal debris, shattered glass, or splintering wood, depending on what has been damaged. By using this method, Battlefield 4 ensures that no two explosions sound exactly the same, making each in-game encounter feel distinct and grounded in its environment.

    Field Recording and “Embracing the Dirt”

    Minto emphasised the importance of authentic field recording in capturing believable soundscapes. The team at DICE combines high-fidelity recordings with those made using everyday devices like smartphones and handheld recorders. This approach, which he refers to as “embracing the dirt,” acknowledges that imperfections in sound recordings often add to their authenticity.

    For example, explosions recorded with professional microphones provide clean, detailed transients, while those captured with handheld recorders or consumer devices introduce compression, clipping, and saturation, mimicking how explosions might sound on news footage or personal recordings. This method was particularly effective in Battlefield 4, where the audio aesthetic was influenced by real-world military footage captured on handheld cameras.

    Dynamic Range and Player Experience: “War Tapes” Mode

    Minto also discussed the HDR (High Dynamic Range) audio system used in Battlefield 4, which dynamically prioritises important sounds. In fast-paced combat, players rely on audio cues to stay aware of their surroundings. The HDR system ensures that critical sounds like gunfire and footsteps are emphasised while background noise is adjusted in real time to prevent clutter.

    The team also implemented player-adjustable sound profiles, including the “War Tapes” mode, which heavily compresses and saturates the sound for a raw, documentary-like aesthetic. Other modes were tailored for home cinema systems and standard TV speakers, allowing players to adjust the dynamic range based on their listening environment.

    The Role of Foley in Game Audio

    Unlike traditional Foley in film, where sounds are added in post-production, game Foley must be implemented as modular elements that adapt to in-game actions. The sound design approach varies depending on the project. For Mirror’s Edge, Foley was recorded in a highly controlled studio environment, resulting in clean, precise sounds. In contrast, Battlefield used a more organic approach, recording footsteps and clothing movements outdoors to capture the natural imperfections of real-world sound.

    DICE’s Foley system separates different elements into multiple layers, including upper body fabric movement, torso and equipment rustling, boot sounds, and surface interactions such as gravel, snow, or metal. By combining these layers in real time, the system creates a responsive, realistic movement system that changes based on the character’s actions and surroundings.

    The Future of Game Audio

    Minto concluded by discussing the future of runtime sound design, highlighting advancements in procedural sound synthesis, frequency-based mixing, and AI-assisted adaptive soundtracks. He emphasised the importance of collaboration across disciplines, noting that sound designers must work closely with animators, programmers, and level designers to create truly immersive audio experiences.

    One of his key takeaways was the importance of curiosity and adaptability in game sound design. Aspiring sound designers should experiment with different recording techniques, explore procedural sound methods, and challenge traditional workflows to push the medium forward.

    Conclusion

    Ben Minto’s lecture provided a detailed look into the evolving world of video game sound, highlighting the technical expertise and creative problem-solving required to craft dynamic and immersive audio experiences. His insights underscored that sound is not just an add-on to games but a fundamental part of storytelling, player immersion, and emotional engagement. As game worlds become increasingly complex and interactive, sound will continue to shape the way players experience and engage with virtual environments.

  • Making Waves: Dr Nina Schaffert on Sonification in Rowing

    Dr Nina Schaffert, a postdoctoral researcher at the University of Hamburg, delivered an engaging online lecture on the role of sonification in high-performance rowing. The session provided valuable insights into how sound can serve as an acoustic feedback mechanism to enhance elite athletes’ performance.

    Sofirow in use

    Biomechanical Feedback in Rowing

    Dr Schaffert outlined the importance of biomechanical diagnostics in elite rowing, where mobile measurement devices capture dynamic and kinematic parameters such as forces applied by athletes, boat speed, and acceleration. These data points are critical in supporting coaches as they refine technique and optimise training regimens.

    Traditionally, this feedback is presented visually, often through graphical displays. However, focusing on a screen while rowing is impractical, especially in changing outdoor conditions. Dr Schaffert noted that rowers naturally rely on acoustic cues, such as water splashes and boat movement, to assess their performance. Building on this, her team explored whether artificially generated sonification could provide real-time auditory feedback to support technique adjustments.

    What is Sonification?

    Sonification converts data into sound, allowing information to be communicated through auditory cues instead of visual representations. This method is particularly useful in situations where visual attention is occupied, enabling real-time feedback without requiring the user to look at a screen. Unlike traditional auditory feedback, which relies on verbal instructions or pre-recorded sounds, sonification generates dynamic audio based on real-time data, making it an interactive form of feedback.

    Different approaches exist within sonification. Parameter mapping sonification, the most commonly used, assigns data values to sound properties such as pitch or volume. Model-based sonification creates sounds based on physical models of movement, mimicking natural acoustic responses. Audification translates raw data directly into sound waves, making patterns perceptible through listening rather than visual analysis.

    Dr Schaffert’s research applies parameter mapping sonification, translating rowing boat acceleration into sound. This makes subtle movement variations audible, allowing athletes to refine their technique.

    Sonification in Rowing: Communicating Movement Through Sound

    In rowing, acceleration varies across the stroke cycle. A rowing stroke consists of two primary phases: drive and recovery. The key transitions—catch, where the oar enters the water, and finish, where it exits—significantly affect acceleration. Sonification maps these variations to sound, enabling athletes to perceive them intuitively.

    Dr Schaffert’s team tested this approach during on-water training with the German national rowing team. The system transformed real-time acceleration data into sound sequences delivered via loudspeakers or earphones. By listening to these sounds, rowers identified inconsistencies in their strokes, particularly during the recovery phase. Adjusting their technique in response to the sound led to smoother movement and increased boat speed.

    Beyond Rowing: Applications in Other Fields

    Sonification has been successfully applied in various domains beyond rowing. In sports training and performance enhancement, it has been used in speed skating, swimming, tennis, and golf. In speed skating, auditory feedback helps maintain optimal rhythm and stride length. In swimming, stroke consistency has been improved by mapping stroke rate and force to auditory signals. In tennis, racket movement has been sonified to enhance swing accuracy. In golf, putting and swing techniques have benefited from auditory cues linked to club speed and angle.

    Beyond sports, sonification supports medical rehabilitation, scientific research, and accessibility. In stroke recovery, auditory feedback aids movement coordination, while rhythmic cues improve gait stability for individuals with Parkinson’s disease. Prosthetic limb users refine control and movement patterns through sonified feedback. In scientific analysis, space telescope data has been converted into sound to reveal celestial phenomena, earthquake data has been sonified to detect tremors, and MRI and EEG data have been made audible for brain activity analysis. Sonification also enhances accessibility, with screen readers and navigation tools providing auditory cues for visually impaired users, while complex graphs and charts are transformed into sound for auditory data interpretation.

    Sofirow: Acoustic Feedback for Rowers

    To apply sonification in training, Dr Schaffert’s team developed Sofirow, a system designed to provide real-time auditory feedback based on biomechanical data. It measures boat acceleration with a micro-electromechanical sensor, converts the data into sound, and transmits it wirelessly to rowers and coaches.

    Sofirow translates acceleration changes into distinct sound variations, allowing rowers to hear their boat’s motion in real time. The system communicates key performance indicators, including boat speed, acceleration, and deceleration. If a rower moves too abruptly during recovery, the sound reflects this instability, prompting a smoother execution. Conversely, an efficient stroke produces a stable, consistent sound.

    A crucial function of Sofirow is improving the recovery phase. The system highlights when a rower disrupts the boat’s glide by moving too forcefully, allowing them to adjust their approach for minimal drag. Timing at the catch is another focal point, ensuring strokes are synchronised to maintain momentum without unnecessary deceleration.

    The system was tested during multiple training sessions with the German junior and senior national rowing teams. Sonification was introduced in alternating intervals, with sections of training both with and without sound. Results demonstrated that when auditory feedback was present, rowers achieved a more consistent technique and increased boat speed. Acceleration data revealed smoother transitions and reduced deceleration at key points in the stroke cycle.

    Athletes found the auditory feedback intuitive and effective in improving coordination. Dr Schaffert presented recordings of Sofirow’s output, demonstrating how variations in movement execution could be heard through pitch and tone changes.

    Future Possibilities for Sonification in Sports

    Dr Schaffert highlighted the expanding role of sonification in sports science, where advancements in machine learning, real-time data processing, and interactive feedback systems are transforming athletic training. One area of development is cycling performance, where real-time auditory cues on pedalling mechanics have been shown to improve efficiency and endurance. By integrating wearable sensors that monitor cadence and power output, sonification enables cyclists to make immediate adjustments to optimise their form, reduce fatigue, and maintain consistent performance over long distances.

    In racket sports such as squash and tennis, researchers have explored how auditory feedback can assess and refine shot precision. Systems that analyse racket-ball impacts can generate sound cues to help players adjust their stroke technique. This feedback allows athletes to develop greater control and consistency in their shots without relying solely on visual analysis. Similarly, in rowing and endurance sports, sonification can reinforce correct pacing by providing rhythmic auditory signals that help athletes synchronise movement with optimal stroke or stride rates, improving efficiency and reducing energy waste.

    The integration of wearable sonification technology is opening new possibilities for personalised training. Smart garments embedded with motion sensors can detect movement patterns and muscle activation, translating this data into sound cues that guide athletes in refining technique. These advancements are particularly relevant in sports requiring precise biomechanics, such as swimming, weightlifting, and gymnastics. With continued progress in real-time data processing, sonification could become a standard training tool, offering immediate and adaptive feedback to help athletes improve performance, prevent injuries, and achieve greater consistency in their movement execution.

  • Sounds Like a Combo: Jed Miclot’s Killer Approach to Game Audio

    Jed Miclot, Senior Sound Designer at Double Helix Games (now part of Amazon Game Studios), delivered an insightful online guest lecture on the sound design of Killer Instinct for Xbox One. In this engaging session, he provided a detailed breakdown of his creative and technical approach to crafting the game’s dynamic and immersive audio experience.

    Jed Miclot

    From Film to Games: Miclot’s Journey into Sound Design

    Miclot began by sharing his professional background, highlighting his transition from film post-production to video game sound design. Having worked on Harry Potter and other film projects, he eventually shifted his focus to interactive media, drawn by the challenge of designing sound for dynamic gameplay scenarios.

    Building a Unique Sonic Identity for Killer Instinct

    One of the core themes of the lecture was the importance of creating a distinct audio identity for each character in Killer Instinct. Miclot explained how he designed unique sound palettes that reflected each fighter’s personality, abilities, and fighting style.

    Jago, the Tibetan monk fighter, features martial arts-inspired sonic elements that reflect his disciplined yet powerful combat style. His movements are accompanied by crisp martial arts strikes, recorded using real wooden staffs, hand-to-hand impacts, and air displacement effects to simulate the speed of his attacks. To heighten realism, Miclot layered subtle breathing effects and controlled exhalations, making each attack feel deliberate and refined.

    Glacius, an alien composed of ice, required frozen textures and resonant impacts to capture his otherworldly nature. To achieve this, Miclot recorded frozen fabric being twisted and broken, ice cubes cracking in water, and glass-like resonance using contact microphones on frozen metal objects. His attacks, which involve ice shards and liquid nitrogen-inspired transformations, were enhanced by recording icicles being shattered and the sound of dry ice sublimating.

    For Sabrewulf, the werewolf, a blend of organic growls and Foley elements such as breaking wood and cloth ripping emphasized his primal nature. Miclot layered real wolf growls, lion roars, and bear vocalizations, processed to create a hybrid beast-like voice. His claw attacks were enhanced using recordings of splintering wood and ripping fabric, simulating the forceful tearing of his enemies.

    Spinal, the skeletal pirate, was brought to life through creaking bones and wooden textures to enhance his eerie presence. Miclot recorded old wooden floorboards creaking, bones knocking together, and rattling chains to create an undead, cursed aesthetic. Spinal’s vocalizations were constructed using manipulated human screams, whispery ghostly echoes, and reversed percussion elements.

    Foley Recording and Creative Sound Sourcing

    Miclot’s approach to Foley embraced experimentation with physical objects and environmental interactions to craft a rich and immersive soundscape. To enhance the weight and impact of heavy-footed characters like Sabrewulf, he recorded the sound of pumpkins being smashed, allowing the mix of soft pulp and hard shell impacts to produce a visceral quality that made movements feel raw and animalistic. For Glacius, Miclot soaked an old pair of jeans in water and froze them, manipulating the fabric once solid to capture the crisp crackling of frozen textures. This method proved so effective in simulating ice fractures that it even led to confusion among coworkers when they discovered frozen jeans in the office freezer.

    To enhance the eerie atmosphere of Spinal’s stage, Miclot recorded his girlfriend’s snoring while she was unwell, capturing deep, guttural breaths that he later pitched down to resemble an eerie, spectral presence. He also manipulated the sound of air shifting in a toilet bowl, producing unsettling moaning effects that contributed to the ghostly ambiance of Spinal’s environment.

    For Orchid’s electrical attacks, Miclot recorded a real Tesla coil generating powerful electrical discharges, using its raw, high-voltage arcs to provide an authentic crackling intensity. He controlled the coil’s amplitude and rate of sparks in real time, capturing variations that could be used dynamically during combat sequences. Similarly, for Sadira’s web-based attacks, he needed a sound that conveyed both elasticity and tension. Stretching duct tape across a long surface and peeling it at different speeds allowed him to mimic the sticky, sinewy strands wrapping around enemies, creating a uniquely organic yet unnerving sound.

    Innovative Sound Techniques: Layering and Positional Audio

    A key aspect of Killer Instinct’s audio design was its innovative approach to impact sounds. Rather than relying on a single, static sound effect, Miclot designed each impact to be dynamic and multi-layered, enhancing spatial awareness and immersion. When a character is slammed to the ground, the sound is composed of multiple elements, including positional slapback echoes that create a sense of depth and space.

    Miclot demonstrated how this system worked using Orchid’s backflip slam, a move where the character is thrown to the ground with a heavy impact. Instead of a single sound event, the slam triggered seven different sound layers, including a shockwave layer, multiple slapback echoes, and a low-frequency boom that played through the subwoofer to reinforce the force of the impact.

    For Glacius’s ice-based attacks, different layers of sound simulated the fracturing and shifting of frozen structures. When Glacius smashes an enemy with an ice attack, multiple sound components activate: an initial impact recorded using frozen jeans snapping, a delayed crackling sound simulating stress fractures in the ice, and a distant slapback echo mimicking sound reflections off frozen surfaces.

    This dynamic approach was also applied to environmental destruction. When objects in the stage break, multiple sound layers are triggered based on how close the player is to the destruction. If debris falls in the background, the slapback echoes adjust dynamically, making it feel as though the sound is traveling across the space. Miclot’s use of adaptive layering and positional audio ensured that every attack felt spatially alive, adjusting dynamically whether a character was fighting in a confined, echo-heavy environment or an open battlefield.

    Adaptive Music: Enhancing Gameplay Feedback

    Miclot also discussed the role of Killer Instinct’s dynamic music system, which was designed in collaboration with composer Mick Gordon. Unlike traditional game scores that loop continuously, Killer Instinct’s soundtrack adapts to player actions. The music shifts intensity when a player achieves a high combo streak, providing real-time feedback on gameplay performance. A granular processing effect momentarily distorts the music when a combo breaker is performed, reinforcing the action’s impact. If players stop fighting for six seconds, the music transitions to classic themes from the original Killer Instinct soundtrack. During an ultra combo, each successful hit triggers a sequence of musical notes tied to the character’s theme, turning the final blows into a rhythmic spectacle.

    Final Reflections

    Miclot’s guest lecture provided an in-depth look at the intricacies of fighting game sound design. His work on Killer Instinct showcased how experimental Foley, creative recording techniques, and adaptive audio implementation can enhance a game’s engagement. By sharing practical insights and demonstrating the thought process behind each sound, his lecture offered valuable knowledge for those looking to push the boundaries of game audio design.

  • Stepping to the Beat: Benoit Tigeot’s Journey in Dance Game Sound Design

    Benoit Tigeot delivered an engaging online lecture on his experiences working on the Just Dance series and the intricacies of sound design in dance video games. His talk provided an in-depth look at the challenges and creative processes involved in crafting immersive audio for an interactive, music-driven game.

    BenoitTigeot

    From Live Sound to Game Development

    Benoit’s journey into sound design began with work on live shows, concerts, and exhibitions, which provided him with a strong foundation in audio engineering. After completing his studies in France, he gained experience in television production, animation dubbing, and studio recording before transitioning into video game audio. His background in live and recorded sound gave him a unique perspective when he joined Ubisoft to work on Just Dance.

    Adapting to Game Audio

    Despite having no prior experience in game audio, Benoit quickly adapted to the demands of interactive sound design. He worked on multiple Just Dance titles, learning how to integrate music and sound effects into gameplay while ensuring high-quality production standards. The fast-paced development cycle required him to balance creativity with efficiency, as each version of Just Dance was produced in a matter of months.

    The Sound Design Workflow

    Benoit outlined the workflow for sound design in Just Dance, highlighting key stages such as:

    • Track Preparation: Receiving licensed music, ensuring audio quality, and making necessary edits, including removing inappropriate language. For example, in Black Eyed Peas’ songs, multiple words were edited out using backward reverb and other subtle audio modifications to keep the track family-friendly while maintaining its musicality.
    • Marker Placement: Adding timing markers to synchronise choreography, animations, and gameplay elements. Benoit emphasised the importance of precision, as even a millisecond difference could impact the timing of dance moves and scoring.
    • Sound Effects (SFX) Design: Creating introductory and concluding sound effects for each song, as well as UI and gameplay sounds. In Just Dance Japan, additional sound effects were incorporated at the beginning and end of tracks to enhance the user experience. The sound team also created unique effects for different dance modes, such as battle mode, where transitional audio had to blend seamlessly between competing tracks. Over 150 different SFX variations were tested to find the right balance between energy and smooth musical transitions.
    • Integration and Testing: Implementing audio into Ubisoft’s proprietary engine, collaborating with developers and artists, and ensuring synchronisation across multiple platforms. Benoit described how the team used text-based scripting in Sublime Text to adjust pitch, loop points, and volume, allowing for quick iteration and adjustments across the game. He also discussed how the team recorded crowd reactions and player feedback sounds in a dedicated studio space to ensure an immersive experience.

    Challenges in Dance Game Audio

    Working on Just Dance presented unique challenges, including:

    • Multi-platform Development: Adapting audio for different consoles and ensuring consistency across devices.
    • Cross-Studio Collaboration: Coordinating with teams worldwide, including those in France, India, and the UK.
    • Real-time Testing: Evaluating sound integration in a dynamic, open-plan workspace filled with music and dance rehearsals. Benoit noted that sound designers had to contend with a noisy environment, making it difficult to hear and refine subtle audio details.
    • Genre Adaptability: Designing sound for a wide range of musical styles while maintaining a cohesive experience. He explained how the team had to ensure that different styles—ranging from electronic dance music to country—had consistent and engaging audio treatments without overwhelming players with excessive effects.

    Reflections on Sound Design in Just Dance

    Benoit’s lecture provided a valuable look at the evolution of Just Dance’s audio technology. He discussed the transition to a new game engine, which improved workflow efficiency and allowed for greater creative flexibility. His work on developing in-game sound effects, enhancing music transitions, and refining player feedback mechanisms contributed significantly to the game’s audio experience. For instance, in Just Dance’s battle mode, the team spent weeks fine-tuning SFX to ensure that energy levels were maintained across song transitions without jarring interruptions. Additionally, subtle effects such as footstep sounds, applause, and even costume rustling were layered in to enhance immersion.

    For aspiring sound designers, Benoit’s talk underscored the importance of adaptability, collaboration, and technical proficiency. His ability to bridge creative and technical aspects of sound design made him a key contributor to one of Ubisoft’s most successful franchises. He also highlighted how working in a rhythm-based game required constant iteration, as any mistake in beat markers or mixing could significantly impact the player’s experience. The balance between technical precision and creative storytelling through sound remains an essential aspect of game audio development.

    Benoit’s lecture offered a fascinating glimpse into the behind-the-scenes work that brings rhythm-based games to life. His experiences serve as an inspiration for those interested in audio design for interactive media, highlighting the rewarding challenges of working in the field of game sound.

  • Bumpers, Bells, and Beats: The Dynamic World of Interactive Audio with David Thiel

    The world of game audio presents unique challenges and opportunities, and few individuals have navigated this space with as much depth and insight as David Thiel. In an online guest lecture, Thiel shared his extensive experience in interactive audio, covering its evolution, principles, and creative approaches. With a career spanning over four decades, his work has influenced interactive entertainment, from early arcade machines to modern gaming environments.

    David Thiel

    Interactive Audio vs Linear Audio

    Thiel began by distinguishing between interactive audio—used in games—and linear audio, which is typical of film and television. Unlike linear audio, where sounds are meticulously timed to match fixed visuals, game audio must be dynamic. It adapts in real-time based on player interactions, requiring a more flexible and responsive approach to composition and sound design.

    One key challenge he highlighted is unpredictability. In a film, every sound effect and piece of music is placed with precise timing. In contrast, game audio must account for numerous possibilities—players might trigger events in different sequences or at varying speeds. This means that game sound designers must think beyond static cues, ensuring that every sound conveys meaning while enhancing immersion. Thiel illustrated this with an analogy: Imagine posting a movie where you know which events will occur but have no idea when or in what order they will happen. He then expanded on this by explaining how game audio is akin to composing for an orchestra where each instrument plays independently based on player input, making real-time adaptation essential.

    Making Game Audio Meaningful

    One of Thiel’s core principles is that game audio should always provide useful information to the player. Sounds should not just be aesthetically pleasing but should also enhance gameplay. For example, when a player fires a weapon in a game, the sound can communicate crucial details such as the type of gun, whether it is running out of ammunition, or if the shot has hit a target. He elaborated on this concept by breaking down the sound design process for firearms: A shotgun blast should feel weighty and reverberate differently in an open space versus a confined corridor, while an energy weapon should have an otherworldly charge-up sound. Additionally, missed shots and ricochets can provide players with subtle cues about their accuracy, reinforcing the importance of audio feedback.

    Another fundamental aspect is variation. If a game reuses the same audio sample repeatedly, players may quickly lose their sense of engagement. Thiel demonstrated how game audio can introduce subtle variations based on contextual factors, such as the shooter’s position, the remaining ammunition in a weapon, or environmental influences. He provided an example from Borderlands 2, where he spent over 1,000 hours playing and noted how the game’s procedural gun system extended to audio, ensuring that weapons sounded unique based on their make and function. Each gun has a different reload sound sequence, creating deeper immersion and ensuring that players can distinguish between weapons purely through audio cues.

    Additionally, Thiel discussed the importance of environmental sounds in enhancing game immersion. He explained how in Winter Games (1985), all sound effects were synthesised in real-time, yet they managed to convey the distinct feel of ice skating. By manipulating pitch and timbre, the sound team created convincing audio cues that responded dynamically to skater movements.

    The Role of Music in Interactive Audio

    Music in games also requires a different approach compared to linear media. Thiel recounted his early experiences in the 1980s, where hardware constraints required music to be generated in real-time using algorithms. Though modern hardware allows for pre-recorded music with high production values, he highlighted the benefits of runtime-generated music, such as the ability to synchronise musical cues dynamically with gameplay.

    A particularly engaging example was his work on pinball machines. In Monday Night Football pinball, musical motifs and drum beats were triggered by player actions, enhancing gameplay feedback. When the player scored a goal, a celebratory fanfare played, rising in pitch with each successive goal, reinforcing the excitement. Similarly, synchronised drum fills were used when the ball passed through a spinner, making player actions musically rewarding. Another notable example was from Torpedo Alley, where a cowbell sound layer was introduced when players entered a time-limited game mode, ensuring they knew they had a short window to act. The cowbell was musically integrated, but also acted as a warning that the mode would soon expire, influencing player behaviour.

    Thiel also explored how interactive music could adapt to player performance. He referenced a pinball machine where successfully hitting targets would cause the background music to shift in pitch, making victories more rewarding. Each successive successful shot raised the key of the soundtrack, creating a musical escalation that heightened player excitement.

    Challenges in Speech and Sound Effects

    Thiel also touched on the complexities of speech and sound effects in games. While modern storage capacities allow for extensive voice recordings, game dialogue must be carefully managed to maintain clarity and engagement. He shared insights into ‘speech wrangling’—the process of organising, editing, and integrating thousands of voice clips in a way that is useful to game developers.

    Sound effects, meanwhile, are not simply lifted from libraries but are often layered and modified to enhance realism. Thiel illustrated this with an explosion sound effect: Rather than using a single sample, he combined elements such as a low-end impact, a sharp transient, and a synthesised decay to create a more impactful and informative effect. He also explained how the iconic sound of the Ark of the Covenant in the Indiana Jones pinball machine was created using a manipulated orchestral harp sound called ‘Psycho Drone’—an example of how concept sometimes takes precedence over traditional realism in sound design.

    Additionally, Thiel described how synchronised sound cues could be used to communicate time-sensitive objectives. In a pinball machine, for example, the sound of a looping crowd chant helped signal an urgent task. Players needed to hit a specific target before the chant faded, using sound as a direct gameplay indicator.

    Mixing and Mastering for Different Environments

    A crucial part of game audio design is ensuring that sounds are balanced correctly in different playback environments. Thiel noted the differences between public spaces (such as arcades or casinos) and private listening setups (home gaming, mobile devices). In noisy public settings, audio cues must be clear and loud, often using aggressive mixing techniques such as ducking (reducing background volume when key sounds play). In contrast, home environments allow for more subtle layering, offering richer detail and depth.

    The Passion Behind Game Audio

    Thiel concluded his talk with reflections on the industry’s approach to audio. Despite the immense progress in gaming technology, he observed that audio still receives a smaller share of development resources compared to graphics. However, for those passionate about sound, game audio remains a deeply rewarding field that requires creativity, problem-solving, and technical expertise.

    This lecture provided a fascinating exploration of interactive audio, offering both historical perspectives and practical insights. Whether you are an aspiring game audio designer or simply interested in the intricacies of interactive sound, Thiel’s knowledge and experience shed light on the challenges and artistry of game audio creation.

     

  • Echo Location: Navigating Sonic Interaction Design with Professor Myounghoon Jeon

    Professor Myounghoon “Philart” Jeon, a professor at Virginia Tech, recently delivered an engaging online guest lecture on sonic information design, where he explored the intersection of auditory perception, cognitive science, and interactive sound design. His research spans auditory displays, human-computer interaction, and affective computing, with applications in assistive technologies, automotive interfaces, and interactive performance. Throughout the lecture, he shared detailed insights into the process of designing and evaluating auditory cues, explaining how specific sound design choices impact usability, accessibility, and engagement.

    Myounghoon "Philart" Jeon

    The Evolution of Sonic Information Design

    Professor Jeon introduced sonic information design as a field that integrates sonification, auditory displays, auditory user interfaces, and sonic interaction design. While sound design has historically been guided by artistic intuition, his work highlights a shift towards scientific, data-driven approaches. This transition ensures that auditory interfaces are both intuitive and efficient, optimising interaction in hands-free, visually demanding, or multi-tasking environments.

    One example of this approach is his development of “Spindex” (Speech Index), an auditory menu navigation system that enhances efficiency by using compressed speech cues instead of full words. Instead of users listening to long, spoken menu options, Spindex provides shortened speech cues, allowing them to scan options quickly. Through user testing, he found that people could navigate menus more effectively when exposed to a combination of compressed speech and indexed categories, rather than traditional text-to-speech output. The decision to use speech compression without pitch alteration ensured that the information remained intelligible while increasing the speed of interaction.

    Applications of Auditory Displays

    Professor Jeon discussed a range of applications where sound enhances usability and accessibility, particularly in assistive technology, automotive sound design, and interactive exhibitions. One of his most practical and tested projects focused on indoor navigation for visually impaired users. His team developed a wearable navigation system that incorporates ultrasonic belts providing both tactile and auditory feedback. The sound design choices involved creating gradual frequency shifts to indicate proximity to obstacles. Low-pitched tones signalled distant objects, while higher-pitched tones and increasing intensity indicated closer obstructions, ensuring users could interpret spatial information efficiently.

    His work in automotive auditory interfaces examined how sound can improve situational awareness for drivers. One project involved designing warning systems for railway level crossings, where drivers might overlook visual alerts due to distraction. His team conducted experiments using different auditory cues, testing whether short, rhythmic pulses or long, sweeping alerts were more effective at conveying urgency without overwhelming the driver. Findings showed that spatialised auditory warnings, where sounds were positioned to indicate the direction of an approaching train, helped drivers respond more accurately than traditional beeping tones.

    Professor Jeon also highlighted his work on interactive sonification in public exhibitions, including the Accessible Aquarium project, which used computer vision to track fish movements and convert them into sound and music. The sound design process for this project involved defining sonic mappings that correlated with fish speed, size, and position. Large fish were assigned deep, resonant tones, while smaller fish produced higher-pitched sounds. The system was further refined by introducing dynamic panning, so the audio reflected the fish’s position within the tank, allowing visually impaired visitors to perceive their movements in real-time.

    The project was later expanded by introducing audience interaction through motion-tracking technology. Visitors could use arm movements to mimic fish, triggering musical patterns that followed their gestures. The decision to incorporate layered harmonic structures ensured that overlapping user-generated sounds remained cohesive rather than chaotic, maintaining an aesthetically pleasing experience while preserving informational clarity.

    Designing Effective Auditory Cues

    Throughout the lecture, Professor Jeon provided detailed insights into sound design decision-making, particularly in branding, interaction design, and auditory icons. In his work with LG Electronics and Samsung, he developed sound profiles for home appliances, ensuring that product sounds were both functional and emotionally resonant. His research explored how users interpret different tonal qualities and how sound frequency influences perceived urgency and pleasantness. In one experiment, he tested whether major-key melodic notifications were perceived as more friendly and reassuring than atonal, percussive alerts.

    Another innovative area of his research involved the development of lyricons (lyrics-based earcons), a novel approach where melodic speech reinforces functional commands. Instead of using generic tones, this system integrated spoken words into short musical motifs, making auditory cues more memorable. For example, turning a device on or off could be represented by a short, ascending or descending melodic phrase, rather than a simple beep. His studies demonstrated that users recalled lyricon-based auditory cues more accurately than traditional earcons, highlighting the potential of music as a tool for reinforcing interaction memory.

    In his dance-based sonification research, Professor Jeon explored how motion-capture technology can translate body movements into real-time music generation. His team designed a system where dancers wore infra-red motion sensors, allowing spatial position and gesture dynamics to control auditory parameters. The sound mappings were carefully structured so that slow, fluid movements produced soft, sustained tones, while sharp, rapid gestures triggered percussive elements. By fine-tuning these interactions, the system ensured that each performance remained expressive yet predictable, allowing dancers to intentionally shape the evolving musical landscape.

    The Future of Sonic Interaction

    Looking forward, Professor Jeon discussed how artificial intelligence, machine learning, and real-time sound generation are shaping next-generation auditory interfaces. One of his projects in this area involves music-based social robots for children with autism, where robotic agents use music to enhance social communication. The system was designed with emotion-sensitive audio cues, allowing the robot to modulate its voice and musical output based on the child’s mood. His team experimented with different musical scales and rhythmic patterns, determining that gentle, repetitive melodic structures were the most effective at capturing attention without overwhelming the child.

    His lecture provided a comprehensive and technically rich exploration of sonic information design, demonstrating how scientific principles, auditory perception, and interactive sound technologies continue to shape human-computer interaction. By combining rigorous research with creative experimentation, his work highlights the growing impact of auditory interfaces in accessibility, engagement, and multisensory experiences across multiple fields.

     

  • Selling the Airwaves: Bruce Williams on Crafting Radio Ads That Stick

    Bruce Williams delivered an insightful online guest lecture, offering a detailed look into his extensive career in audio production and radio commercials. With decades of experience spanning from the early days of analogue to the modern digital landscape, his insights provided valuable knowledge about the evolution of the industry and the techniques essential for producing high-quality radio commercials.

    Bruce Williams

    How to Make Effective Radio Commercials

    A key focus of the lecture was Williams’ expertise in producing radio commercials. He discussed the process of scripting, recording, and editing, emphasising the importance of timing, voice modulation, and background music. He shared practical techniques for creating compelling advertisements that effectively convey a message in a limited time frame.

    Understanding the Listening Audience

    Williams highlighted the importance of considering the audience when crafting a commercial. A well-produced ad must resonate with its listeners by using appropriate tone, language, and pacing. He stressed:

    • Tailoring the Tone and Language: A commercial aimed at a younger audience might use a casual, energetic tone, whereas one for a professional service may require a more formal and authoritative delivery.
    • Considering Listening Context: Listeners in a car, at home, or in a busy environment may have different levels of attention. Ensuring clarity and avoiding excessive complexity helps retain engagement.
    • Matching Music and Sound Effects to Audience Expectations: Different genres and styles of background music can evoke specific emotions that resonate with certain audience groups.
    • Focusing on Call to Action: A clear, compelling directive ensures the listener knows what step to take next, whether visiting a website, making a call, or attending an event.

    Managing Workload and Production Time

    Williams discussed the fast-paced nature of commercial radio production and the efficiency required to meet tight deadlines. He noted that he often had to produce multiple adverts per day, sometimes as many as ten or more, depending on demand.

    • Simple adverts – Those with a single voiceover and minimal sound effects could be completed in 30 minutes to an hour.
    • Complex adverts – Those requiring multiple voice actors, intricate sound design, and music synchronisation could take several hours to perfect.
    • Meeting tight deadlines – In a high-paced radio environment, some commercials had to be turned around within the same day, requiring streamlined scripting, efficient recording, and quick but precise editing.

    The Role of Timing in Commercials

    Timing plays a major role in making radio commercials effective. Williams emphasised that pacing, pauses, and synchronisation with background elements can greatly enhance engagement and clarity.

    • Matching Voiceover Speed to Content: The pace of speech should align with the commercial’s objective. High-energy promotions may require a quicker delivery, while more informative or emotional ads benefit from a slower, deliberate approach. A rushed voiceover can overwhelm listeners, while a sluggish delivery may lose their interest.
    • Pausing for Impact: Strategic pauses allow listeners to absorb key points and create emphasis where necessary. Well-placed breaks in dialogue can add dramatic effect and ensure important details are not lost in rapid narration.
    • Synchronising Music and Sound Effects: Background elements should be carefully timed with the voiceover. Music transitions and sound effects must be placed to complement rather than compete with the spoken message, ensuring a seamless and engaging experience.
    • Adhering to Time Constraints: Given that commercials must fit within precise durations, efficient scripting and editing are essential. Removing filler words, tightening sentences, and ensuring smooth transitions help maintain clarity while meeting broadcast length requirements.

    Selecting the Right Voice and Delivery Style

    The voiceover in a commercial plays a major role in setting the tone and evoking the desired emotional response. Williams highlighted how different vocal styles can influence the effectiveness of a commercial. A warm and friendly voice might be ideal for a family-oriented brand, while a dramatic and authoritative voice might suit public service announcements.

    Beyond voice selection, he emphasised proper pacing, intonation, and emphasis on key words. The delivery should feel natural, avoiding monotony or exaggerated enthusiasm. Williams recommended recording multiple versions and selecting the most engaging and well-paced delivery.

    Balancing Music, Sound Effects, and Voice

    Another important aspect of commercial production is the careful blending of music and sound effects without overwhelming the voiceover. Williams described how proper use of background music can enhance the commercial’s impact while maintaining clarity in the spoken message.

    • Music Selection: Choosing the right track reinforces the commercial’s tone. Upbeat music works well for energetic and promotional spots, while softer instrumentals can support emotional or reflective messaging. The tempo should complement the pace of the voiceover rather than competing with it. It is also important to avoid music with heavy vocals that could interfere with speech clarity. Williams suggested testing multiple tracks with the voiceover to ensure a seamless blend before finalising the selection.
    • Sound Effects: Used sparingly, sound effects should reinforce key points and create an engaging experience without being distracting. For example, a car commercial might use the sound of an engine revving at the start to establish context, while a food advertisement could feature subtle sizzling sounds to evoke sensory engagement. Overuse of sound effects can clutter the mix and reduce effectiveness, so strategic placement is necessary.
    • Volume Control: The voiceover should always remain the focal point, with background elements balanced appropriately. Music and sound effects should support, rather than compete with, the spoken message. Williams recommended a slight dip in music volume when important dialogue is delivered and a gradual rise during transitions to maintain a smooth flow.

    Technical Considerations and Audio Processing

    High production quality ensures the commercial sounds polished and professional. Williams covered some key technical aspects, including:

    • Equalisation (EQ): Adjusting frequencies is essential for ensuring clarity and preventing muddiness. For example, reducing low-end frequencies (below 100 Hz) can prevent excessive bass buildup, while slightly boosting the mid-range (2-4 kHz) can enhance speech intelligibility. Additionally, removing any unnecessary high frequencies (above 12 kHz) can eliminate unwanted hiss or harshness in the recording.
    • Compression: Maintaining consistent volume levels keeps a commercial clear and professional. Compression evens out the loud and soft parts of the recording, preventing excessive peaks that could distort the sound. A moderate compression ratio (such as 3:1 or 4:1) with a threshold set to capture only the loudest peaks ensures a balanced sound without making the voiceover sound unnatural or overly processed.
    • Noise Reduction: Eliminating background noise is vital to maintaining a clean recording. Williams recommended using noise reduction tools to remove hums, hisses, and low-level room noise while being cautious not to over-process the audio, which could create an unnatural, robotic tone. Recording in a controlled environment, such as a soundproof booth, is the best way to minimise background noise from the outset.

    Williams’ insights provided a comprehensive guide to crafting compelling radio commercials. His experiences and advice offered valuable techniques for anyone looking to enhance their skills in audio production and advertising.

     

  • Sound Advice: John Rodda’s Insights into Production Mixing

    John Rodda’s online guest lecture offered an engaging and in-depth exploration of the world of production sound mixing, drawing from his extensive experience across film and television. With a career spanning 35 years and work in over 40 countries, John has established himself as a leading figure in the industry, contributing to productions ranging from documentaries and dramas to major feature films. His lecture provided a rare glimpse into the craft, techniques, and challenges of capturing high-quality audio on set.

    John Rodda

    A Journey Through Sound

    John began by sharing his journey into sound mixing, highlighting how his background in theatre and electronics laid the foundation for his work in film and television. His early experiences included building computers in the late 1970s and working on corporate films and news coverage before transitioning into drama and feature films. He detailed how he navigated the industry at a time when union regulations created significant barriers for newcomers, requiring perseverance and adaptability to succeed.

    Key Roles in Production Sound

    John emphasised the collaborative nature of sound production, highlighting the distinct but interdependent roles within the department:

    • Production Sound Mixer: Oversees all aspects of sound recording on set, ensuring high-quality dialogue capture. They operate the primary recording equipment, balance microphone levels, and collaborate with the director to maintain the intended audio aesthetic. Additionally, they liaise with post-production teams by providing properly labelled sound files and detailed reports.
    • Boom Operator: Responsible for positioning the boom microphone to capture dialogue while staying out of the frame. They must anticipate actor movements, adjust positioning accordingly, and minimise unwanted noise. Boom operators often work in challenging conditions, ensuring optimal sound capture in dynamic filming environments.
    • Sound Assistant: Supports both the mixer and boom operator by setting up equipment, managing cables, placing wireless microphones on actors, and troubleshooting technical issues. They also help maintain sound logs and ensure the smooth operation of the sound department throughout filming.

    Each of these roles contributes to delivering clear, high-quality audio, ultimately enhancing the storytelling experience.

    Adapting to Industry Changes

    John reflected on the evolution of sound recording technology, from mono Nagra tape recorders to sophisticated multi-track digital systems. He discussed how advancements such as wireless microphones and timecode synchronisation have improved sound recording flexibility while accommodating modern filmmaking techniques, including multi-camera setups and wide-and-tight shot combinations. Current industry hardware has significantly improved efficiency and reliability, with modern digital recorders offering multi-track recording, high-resolution audio, integrated timecode systems, and advanced metadata management, enabling seamless file transfers to post-production. Wireless microphone systems now feature extended range, improved RF stability, and digital encryption, enhancing dialogue capture even in challenging environments. Additionally, timecode synchronisation tools ensure frame-accurate alignment between cameras and audio recorders, streamlining workflows and making location sound recording more adaptable for complex setups.

    Challenges and Solutions in Sound Mixing

    John provided practical examples of overcoming sound challenges on set. While working on Downton Abbey, he had to radio mic every actor to meet the director’s preference for unrestricted camera movement. The historical costumes posed additional difficulties in concealing microphones without compromising sound quality. To mitigate these issues, he collaborated with the wardrobe team and developed discreet mic placements that preserved clarity while remaining hidden.

    Another notable example involved a dinner scene, where the clinking of silverware risked overpowering dialogue. John strategically positioned boom microphones and used lavalier mics hidden within costumes to isolate voices while maintaining natural ambiance.

    Similarly, while working on Shackleton, extreme cold conditions threatened equipment functionality. He employed insulated batteries and performed regular system checks to ensure uninterrupted recording.

    For Airport, John devised a wireless timecode system that allowed independent sound recording, enabling him to position himself optimally while the camera moved freely in a busy airport setting.

    Memorable Projects and Industry Recognition

    John shared stories from notable projects, including The Fifth Estate, Longitude, and Shackleton. Longitude, a historical drama, posed unique challenges in capturing the sound of intricate mechanical clockwork, which was integral to the story. In The Fifth Estate, which dealt with the WikiLeaks controversy, he had to navigate fast-paced newsroom settings and international locations, ensuring clear dialogue in constantly shifting environments. His ability to adapt to different genres and production styles has earned him industry recognition, including a BAFTA for Airport and a nomination for Paddington Green. John also spoke about his time on 24: Live Another Day, where he balanced complex action sequences with high-pressure recording environments, demonstrating how experience and quick thinking are essential for a sound mixer.

    Advice for Aspiring Sound Professionals

    John advised aspiring professionals to develop technical skills, gain hands-on experience, and build strong working relationships within the industry. He stressed that attention to detail is key, as minor sound issues can become major post-production problems. He recommended learning about different recording techniques, experimenting with mic placement, and understanding the physics of sound to become a well-rounded professional.

    He also highlighted the importance of being adaptable and proactive. On sets where unexpected technical issues arise, being able to think on one’s feet and offer quick solutions is invaluable. He recalled an instance on 24 when a hidden microphone placement failed during a take, requiring an immediate, seamless backup solution to avoid disrupting the shoot.

    Additionally, he encouraged those entering the field to shadow experienced professionals, seek mentorship opportunities, and remain up to date with industry advancements. Sound recording techniques and equipment continue to evolve, and staying informed about the latest innovations ensures ongoing career growth.

    Conclusion

    John Rodda’s lecture provided invaluable insights into the world of production sound mixing. His extensive experience and practical knowledge underscored the critical role of sound in storytelling. As technology continues to evolve, his insights serve as a testament to the enduring importance of high-quality sound in film and television. For those looking to enter the field, his expertise offered both inspiration and guidance, reinforcing the idea that persistence, adaptability, and a strong technical foundation are crucial to success.

     

  • There and Back Again: The Foley Journey of John Simpson

    The magic of cinema extends far beyond what appears on screen. The immersive power of film owes much to sound, particularly the subtle, often unnoticed details that breathe life into scenes. At the heart of this auditory craft is Foley, a specialised discipline within sound design that recreates everyday sounds to enhance the cinematic experience. From the rustling of fabric to the crunch of footsteps on gravel, Foley artists bring a level of realism and texture that elevates storytelling.

    John Simpson

    John Simpson’s Path into Foley

    A distinguished Foley artist, John Simpson, shared insights into the evolving landscape of the craft. With a career spanning decades, his journey into Foley was, like many others, serendipitous. Initially a Foley recordist, his early work took place in an era when Foley was far less complex than it is today. At that time, Foley was not a comprehensive soundscape but rather a tool for editors to fill in the gaps left by automated dialogue replacement (ADR). Soundtracks were often constructed from a limited number of layers, with minimal dedicated Foley elements. However, as film audio technology advanced and stereo soundtracks became standard, Foley took on a more significant role in shaping cinematic experiences.

    Bringing Iconic Films to Life

    John Simpson’s extensive film credits include work on major productions such as Mad Max: Fury Road, The Adventures of Tintin, Happy Feet, King Kong, The Lego Movie, and The Hobbit trilogy. His expertise has contributed to some of the most visually and sonically compelling films of recent times, adding depth and authenticity to their soundscapes. His ability to craft distinctive auditory textures has made him a highly sought-after Foley artist in the industry.

    The Art of Sound Creation

    Simpson detailed some of the unique approaches he has taken in his work. For The Adventures of Tintin, he described the challenge of creating exaggerated yet believable sounds for animation, including the intricate layers needed for the dog Snowy’s movements. He also explained how he and his team created the sound of ship sequences by recording inside a Foley room, using a specially built box to enclose a microphone and simulate the enclosed resonance of a ship’s interior.

    In Happy Feet, Simpson recalled working extensively on the penguin characters’ movements. To replicate the sound of their feet sliding on ice, he used his fingers on different textured gloves and employed frozen fish to achieve realistic wet movements. The Foley team also created unique water effects by stomping around in a bathtub. Additionally, for the character’s dance sequences, he used wooden boards and various shoe types to capture the different weights and styles of tap dancing.

    Crafting the Sounds of Middle-earth

    For The Hobbit films, he described the meticulous work involved in bringing the sounds of Middle-earth to life. One of the most memorable tasks was recreating the sound of Bilbo running through Smaug’s treasure hoard. This involved pouring and shifting buckets of metal coins across the floor and layering multiple elements, including washers, chains, and lightweight metal pieces, to achieve depth and variation. In addition, he highlighted the use of cloth and military-style rustling to enhance battle sequences. He also mentioned that much of the squishy, organic sounds of creatures in The Hobbit were recorded long before the film, creating a library of textures used in later productions. For dragon movements, he described using leather straps, adding weight by dragging them across various surfaces.

    Experimentation and Innovation

    Experimentation remains at the core of Foley. Simpson recalled a scene in King Kong that required simulating the movement of Kong’s enormous hands gripping the Empire State Building. Instead of relying solely on standard props, he used a large copper pot with padding inside to mimic the deep resonance of Kong’s fingers moving across the structure. He also shared how sounds for the ship sequences in King Kong were recorded by stomping around in different types of boots and walking across various wooden surfaces.

    For The Lego Movie, he described how the character MetalBeard’s mechanical movements were enhanced with retractable vacuum cords, chains, and various metallic elements to create an organic yet plastic sound. He also explained how he carefully mixed different Lego brick sounds at various angles and pressures to ensure authenticity while keeping the movements dynamic and engaging. He mentioned how he used garage sales and second-hand stores to find items that could be creatively repurposed for unique sounds.

    For Walking with Dinosaurs, Simpson shared how he approached the challenge of creating dinosaur footsteps. Boxing gloves were used to strike damp sand, providing a weighty, natural sound. To add layers of movement, leather straps and thick ropes were manipulated to simulate the shifting of large creatures. Additionally, he recorded various cloth and harness movements to replicate the creaking of dinosaur skin and muscle shifts. The roaring of creatures was sometimes constructed using unconventional means, such as dragging large, heavy objects across surfaces to create deep, guttural tones.

    Recording Techniques and Unique Methods

    Simpson also experimented with microphone placement to capture unique sounds. For heavy, weighty footsteps, he buried microphones underground and recorded stomping overhead. To simulate the distant echo of footsteps in deep caves, he used long metal pipes and recorded sounds reverberating through them. Additionally, he used hydrophones to capture underwater movements, such as recording splashing and bubbling sounds for ocean-based scenes.

    The Future of Foley

    Beyond feature films, Foley plays a crucial role in television, video games, and even virtual reality experiences. The craft continues to adapt alongside technological advancements, ensuring that sound remains an integral part of storytelling, no matter the medium. While Foley often goes unnoticed by audiences, its absence would be keenly felt, as it provides the subtle authenticity that draws viewers into the worlds they see on screen.

    This lecture highlighted the dedication and ingenuity required in the field of Foley. The work of Foley artists, often overlooked, remains a cornerstone of cinematic storytelling. As long as there are stories to be told, Foley will continue to shape the way audiences experience them, adding depth, realism, and emotional resonance to every scene.

     

  • The Sound Design of Fantastical Elements: Insights from Brad Meyer

    The world of video games is filled with sounds that transport players to new dimensions, from the roar of mythical creatures to the hum of futuristic technology. Behind these sounds are dedicated professionals like Brad Meyer, Audio Director at Sucker Punch Productions, who delivered an engaging guest lecture on fantasy sound design.

    Brad Meyer

    With extensive experience in the industry, Meyer has worked on a variety of games, including Jurassic Park, Spider-Man: Web of Shadows, and Infamous: Second Son. Throughout his talk, he offered invaluable insights into the creative process of designing sounds for fantastical worlds, emphasising grounding fantasy in reality to create more relatable and engaging audio experiences.

    Bringing the Fantastic to Life Through Sound

    Fantasy in games is often associated with dragons, magic, and mythical landscapes. However, as Meyer pointed out, fantasy sound design extends beyond these stereotypes, encompassing anything that is imagined and does not exist in the real world. Even games with realistic settings use elements of fantasy, whether in the form of futuristic interfaces, enhanced environments, or supernatural abilities.

    Meyer stressed the importance of using real-world sounds as the foundation for fantastical audio effects. By incorporating recognisable sonic elements, such as animal calls, mechanical noises, or environmental recordings, designers create sounds that feel authentic while still supporting the game’s imaginative elements.

    For instance, in Jurassic Park 3: The DNA Factor, Meyer and his team used a mix of bird calls, walrus vocalisations, and cat growls to construct dinosaur sounds that felt realistic despite the fact that no one knows what dinosaurs actually sounded like. Similarly, in Spider-Man: Web of Shadows, he layered compressed air bursts and rope creaks to create the sensation of Spidey’s web-slinging.

    The Process of Crafting Unique Sounds

    Throughout the lecture, Meyer shared several examples of how he and his team develop sounds through experimentation, layering, and creative thinking.

    • Using Unconventional Materials – While designing the sound of Frogger’s tongue, Meyer found inspiration in party whistles, using their retracting motion to simulate the flick of a frog’s tongue. By varying the speed and intensity of the whistle, different versions of the sound were created to match in-game actions.
    • Inventing New Recording Techniques – To create the sound of moving concrete debris in Infamous: Second Son, Meyer built a tumbling machine by filling a padded rubbish bin with rocks and rolling it around. The method allowed for recording a continuous shifting effect, which was later manipulated to fit different gameplay sequences.
    • Manipulating Sound Through Processing – In Infamous, neon powers were designed using fluorescent tube recordings, which were then modified with spectral filters to create a futuristic energy effect. By applying different reverb and pitch-shifting techniques, the sound was given a more otherworldly quality.
    • Blending Organic and Synthetic Sounds – The sound of a dragon’s wings in a fantasy game may be created by layering recordings of bird wing flaps, slowed-down flag waving, and subtle jet engine noise to provide depth and power. Time-stretching and low-pass filters can be applied to emphasise the size of the creature.
    • Recording and Modifying Everyday Objects – To mimic the sound of a robotic exosuit, designers may record hydraulic lifts, servo motors, and mechanical gears, then process them using granular synthesis and distortion effects to enhance their sci-fi aesthetic.
    • Creating Footsteps for Different Surfaces – Footsteps on gravel may be created by recording boots on loose stones, while icy terrain can be simulated by crushing cornstarch or frozen lettuce to create crisp crunching sounds. Layering multiple recordings at different distances can provide more depth and realism.
    • Using Water for Unusual Effects – To produce eerie, otherworldly sounds, designers can use hydrophones to record underwater gurgling, later modifying the pitch and layering additional elements. This technique has been used for deep-sea creatures, alien environments, and magical spells.
    • Layering Human and Animal Sounds – To create monstrous growls or supernatural voices, sound designers often blend human vocalisations with recordings of animals such as tigers, wolves, and pigs. Adjusting the pitch and applying formant shifting can transform these elements into something unrecognisable yet believable.
    • Using Foley Techniques for Impact Sounds – Sword clashes may be recorded using real metal objects, but layering them with additional materials such as celery snaps or baseball bat impacts adds weight and crunch. Similarly, explosions often incorporate recordings of firecrackers, fireworks, and even slowed-down balloon pops to create the necessary sonic texture.

    The Importance of Collaboration and Experimentation

    Meyer highlighted that sound design is a process of constant learning and experimentation. He encouraged students and professionals alike to embrace failure, as each unsuccessful attempt teaches valuable lessons that contribute to better sound design in the future.

    Additionally, he emphasised the importance of community in the sound design industry. Engaging with other professionals, sharing techniques, and attending meetups can lead to fresh ideas and innovation. In Seattle, where Meyer is based, game audio professionals regularly gather to discuss their work, reinforcing the value of collaboration.

    Guidance for Aspiring Sound Designers

    1. Ground fantasy sound design in reality – Using real-world recordings makes fantastical sounds more relatable and engaging.
    2. Experiment with unconventional sources – Anything from household objects to wildlife recordings can become the basis for unique sound effects.
    3. Keep an organised sound library – Effective cataloguing of sounds ensures efficiency in future projects.
    4. Do not be afraid to fail – Trial and error is part of the creative process.
    5. Engage with the sound design community – Collaboration and networking can lead to new opportunities and insights.

    Meyer’s talk provided a fascinating look into the art and science of crafting compelling audio for games. Whether designing the roar of a dragon or the hum of a futuristic machine, the secret lies in finding inspiration in the real world and shaping it into something new.

    For those interested in pursuing sound design, his advice is clear: stay curious, experiment fearlessly, and never stop learning.