In this sound design replacement exercise, I recreate sounds for a clip from the game, Dark Souls.

Sound effects created using Foley recordings and some sound library content. Also performed vocalisations, added ambience and spatialisation with field recordings and reverb/delay effects.

Lettuce Play!
Among the various sound effects recorded for this project, the decimation of fruit and vegetables was one of the most effective—and fun. This classic Foley technique provided the gut-wrenching gore sounds consisting not only of lettuce but capsicum and melon-hacking. These sounds were layered together for added texture and effect. After an initial whoosh-sound to indicate the incoming blade, the chopped lettuce and capsicum provided the visceral slice, followed by some melon-flesh spatter on a stone floor to simulate blood and guts dripping in the game environment. As the vanquished drops to the floor, so too did half a dissected melon, providing an impactful closure to the melee.

Voicing the Undead
Using my own voice, I recorded vocalisations for the undead enemies. Some were sighs of exertion as they swung their weapons, while most others were death rattles. Pitching the final recordings down a little helped to make the vocalisations sound more monstrous and gritty. By automating the volume while sending (pre-fader) to an auxiliary reverb bus, the undead groans could be spatialised within the context of the game environment as well as reflecting the changing distance from the player-character.