SOUND DESIGN
FROM EVERY CRUNCH TO EVERY STEP...
Below you will discover custom sound design Zane has created and implemented into various projects.
Graveyard Sound Design
The sound design demonstration for the graveyard video game above is an assignment Zane has completed to showcase his skills and abilities in creating immersive sound design.
Zane used an H5 Zoom field recorder to capture custom audio for the game that he would later edit, process then top and tail to create some of the sounds you hear above. For example, all of the footsteps were crated by using a pair of old combat boots being pressed into a pile of thick wood chips. To ensue more realism into the movement of walking Zane used clips of clothes rubbing together to layer over the top of the footstep sound.
All processing and editing of audio was accomplished using Pro Tools and Logic Pro X. Zane implemented the audio using Wwise. To ensure proper functionality he named each file as requested and enacted different spatial features to create a more realistic sonic experience.
Menu UI Sound Design
The sound design demonstration for the menu UI above is an assignment Zane has completed to showcase his skills and abilities in creating immersive sound design.
Zane synthesized the audio assets heard above that he would later edit, process then top and tail to create some of the sounds you hear above.
All processing and editing of audio was accomplished using Pro Tools and Logic Pro X. Zane implemented the audio using Wwise. To ensure proper functionality he named each file precisely and created the Wwise events that coincided with each asset.
Character Sound Design
The sound design demonstration for the character above is an assignment Zane has completed to showcase his skills and abilities in creating immersive sound design.
Zane recorded footstep foley using combat boots on concrete, grass and sand. He also recorded foley of a big leather jacket and sea shells that are blended to be used as the characters equipment creating sounds as he moves. Different variations were recorded and processed to emulate normal movement versus sprinting.
Zane recorded and implemented his own voice as the character's grunts as he jumps. The vocals were slightly processed in Pro Tools using light compression and pitch shifting to match the characters style.
All processing and editing of audio was accomplished using Pro Tools and Logic Pro X. Zane implemented the audio using Wwise. To ensure proper functionality he named each file precisely and created the Wwise events that coincided with each asset.
Magic Sound Design
The sound design demonstration for the magic above is an assignment Zane has completed to showcase his skills and abilities in creating immersive sound design.
Zane derived multiple sound samples from WESTAR sound idea library then blended, processed and implemented them to match the style of each spell. The use of top, tailing, pitch shifting, time shifting, precision looping, fades and sound attenuation were used to create a believable product for each spell.
All processing and editing of audio was accomplished using Pro Tools and Logic Pro X. Zane implemented the audio using Wwise. To ensure proper functionality he named each file precisely and created the Wwise events that coincided with each asset.
Audio Postproduction
In the short film above Zane either recorded, blended, processed, synchronized, or mixed every single sound heard apart from the final scene depicted with he American Soldier and German Soldier.
The Sound effects and back ground ambience were derived from WESTAR sound idea library and looped, blended and processed to match the scene taking place on the battlefield and in the bunker. The title sequence sound effects was also created by Zane.
Zane recorded every foley sound in the film from the footsteps, rifle handling, clothing moving, sand splashing about to the sound of the mason jar being handled. Every sound was recorded, top, tailed, balanced, synchronized and implemented via Pro Tools.