08.07.2025 - 29.07.2025 (Week 12 - Week 15)
Janaan Ahmed (0353333)
Minor Project/ Bachelor of Design (Hons) in Creative Media
Final Project: Game Audio
Instructions
Final Project: Game Audio
For this project we are given 5 gameplay videos and have to choose 1
to create the sound effects for. I selected the clip from the game
Hollow Knight.
1. PRE-PRODUCTION
Cue Spotting
I first watched the silent gameplay video and noted down all
sound-worthy actions like jumps, lands, etc. After categorising the
sounds into a list, I watched a reference gameplay video to
understand how the original game SFX was like so I can try to
closely replicate. After all, sound has to match the game aesthetic.
The stage the gameplay video we were given is
Forgotten Crossroads.
Asset List:
Audio Storyboard:
2. PRODUCTION
Audio Recording
Mr Razif allowed us to use the recording studio to record our
sounds. So with a bag full of the required items (plus some extra
junk - they could come handy) I headed over there and was joined by
3 other of my classmates in the studio. We helped each other record
and save the files. The studio mic was really sensitive and picked
up on the sounds so well!! And the minimal white noise in the studio
made the editing really easy.
I also took inspiration from them and recorded some additional
sounds as well just in case, but there were other sounds that I only
recorded back home (like the fly voice because um well that would be
embarrassing in a spotlight situation) and the sizzling pan.
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| Fig x : Recording Studio |
Recorded Audio List:
Note: Sounds recorded at studio end with .wav, and phone
recording .m4a
Audio Processing:
Before applying any FX, I first start by eliminating the white noise
(subtle even in the recording studio) by using
Capture Noise Print and Noise Reduction. I also
trim parts of the audios to separate the takes for one object.
Additionally I manually adjusted the volume and used
compressor to clean up some audio clips.
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Fig x: Applying denoise |
- Cave winds
- Low wind
- Water drops
- Water drops (distant)
These are directed to a bus track [CAVE AMBIENCE] to
control the volume as a whole
Next I moved onto mapping the active sounds made by the player. These sounds influence the environment and so it's preliminary. I clip variations from different takes together and string them together, adjusting mainly the EQ and pitch. I used stretch to make them more abrupt and sudden.
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| Fig x: Multitrack window - cave ambience sounds |
Next I moved onto mapping the active sounds made by the player. These sounds influence the environment and so it's preliminary. I clip variations from different takes together and string them together, adjusting mainly the EQ and pitch. I used stretch to make them more abrupt and sudden.
- Walk
- Land
- Jump
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| Fig x: Multitrack window - player sounds |
Though not exactly a player sound per se, I grouped Geo collect here as well to minimise categories. Technically the sound is induced by the player interacting with it though.
Another sound like this is the sword slash. While it is in fact a player
controlled move. I categorised as weapon. To create a convincing SFX for this I used 3 audio
files I recorded and used them together to create a 5-layered composite
consisting of:
- Sword Whoosh (hanger)
- Sword Swipe (paper tear): Parametric EQ: increased band 5 to make sound brighter
- Metallic (fork variation 1): For layering metallic texture
- Metallic (fork variation 2): Very resonant and ringy
- Metallic (fork variation 3): Additional metallic layering and body
Next we move onto environment FX and secondary sounds such as enemy FX triggered as a result of the player's actions. These include:
- Electricity and Static (not player induced): For the static I reused the comb audio applying reverse, stretch and layered/overlapped them.
![]() |
| Fig: FX rack for electricity |
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| Fig: Multitrack Window - electricity and static |
- Geo Drop: EQ, Reverb, Analog Delay and Pitch Shifter to create a convincing game-like coin drop, making sure not to make it too heavy. This is in a bug's world after all right?
- Beetle Walk: Very straightforward I just used pitch shifter and EQ to make the tap sound more bass-y
- Fly Wings: Not very happy with this one but I was out of time so just let it be. Applied pitch shift and EQ to the sizzle sound.
- Fly & Beetle Voice (also detailed in audio journal -- see below)
![]() |
| Fig: FX rack - Beetle Voice |
- Explosion (detailed in audio journal -- see below)
- Enemy Hit (detailed in audio journal -- see below)
- Boulder Hit (detailed in audio journal -- see below)
I have included the detailed audio journal for 5 select SFX in this production
below:
3. POST-PRODUCTION
Final Edit
At this stage, I do pitch + volume automation as well as panning for the electricity, static, and enemies to match the direction and create sense of space/distance.
![]() |
| Fig: Multitrack window showing panning and volume control |
I also add a hard limiter to the final mixer to prevent any clipping
Compiling video
All that's left now is to import the mixdown into Premier Pro and combine the audio and video for the final output.
FINAL OUTCOME:
Feedback
My weakness is managing volume levels so it is actually audible and doesn't sound flat. Most my projects are too low or flat from my own observation and so I asked Mr Razif for advice on a guide to gauge volume levels for the ambient and direct sounds. Mr Razif suggested to import a reference audio into audition and study their volume range.
Reflection
This project has many layers to it and really helped me become a bit more organised in thought and action. Planning is super important to ensure that each stage of the project goes smoothly and efficiently especially when we have a limited slot for recording. Recording the sounds was the best part for me because it was exciting to try different combinations of objects. But I suppose it is also about finding what best fits the game aesthetic. While recording it was important to do multiple takes for each object at different angles and distances. I realised I overpack for studio day when I found that some of the best sounds are made with the most ordinary of items and it really is about extending your creative palette and exploring different possibilities even with limited objects.
















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