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.
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.