Sound Re-design | Dark Souls

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.

Movement
My own footsteps were recorded for the clip and sent post-fader to the reverb bus since their perspective is fixed on the player-character. However, the reverb room size, early/late reflections and decay settings were automated for all game SFX to reflect movement through the various interior and exterior locations. In addition, I recorded cloth passes using denim to support the various jumps and rolls the player performs throughout.