Sonic Design_Final Project
21/4/2025-21/7/2025
Ruthlene Chua Zhen Si 0365222
Bachelor of Design (Honours) in Creative Media
- Instruction
- Lectures
- Task
- Game audio_Final Project
- Reflections
INSTRUCTION
Task
For this assignment, we were tasked with selecting one gameplay clip out of five options and producing a complete, original soundscape to accompany the visuals. All audio had to be created independently, without using pre-existing or third-party sound sources.
I decided to work with Hollow Knight because its visual style and overall tone appealed to me creatively. Since I’ve played the game before, I already had a rough idea of how its world should sound, which helped guide my approach.
However, since I played the game a long time ago and couldn’t clearly remember how it sounded, I referred to a few gameplay videos to refresh my memory and get a better sense of the game's audio style.
Video 1.0: Walking sound effects
Video 1.1: All series of sound effects
Audio List
I started by watching the one-minute gameplay video and identifying all the audio elements that needed to be included. To stay organized, I categorized the sound effects based on the characters and the different environmental items shown in the scene. This helped keep everything clear and structured during the production process. I also listed possible ways to recreate each sound using various objects or recording techniques that could produce similar effects.
Pdf 1.2: Audio list
Audio Storyboard
Using the audio list, I matched each sound effect to specific moments on the timeline. To make the syncing process clearer, I applied color coding to indicate when and where each sound should appear. This visual aid helped me easily track the placement of sound effects and ensured I didn’t miss anything during the audio syncing stage.
Pdf 1.3: Audio list
Journal
Sound Recording
I had originally scheduled a recording session with the lecturer in the studio, hoping to achieve better sound quality in a more professional environment. Unfortunately, due to an unexpected emergency on that day, I wasn’t able to make it. It was truly disappointing, as I had really looked forward to recording in the studio. In the end, I had no choice but to carry out the recording at home, which was far from ideal and didn’t offer the same level of acoustic control.
Figure 1.4: Dry leaf (Standing Bug Walking/Rush in)
Figure 1.5: Mayonnaise Squeeze (Standing Bug Die)
Figure 1.6: Phone vibration on pillow (Standing bug attack)
Figure 1.7: A pile of shirts (Metal stone)
Figure 1.8: Makeup remover towelettes ( Character walking)
Figure 1.9: Ice cream plastic cup (Flying bug flapping wings)
Figure 2.0: Little jar (Flying bug scream)
Figure 2.1: Hand (Flying bug die)
Figure 2.2: Stove (Flying bug being zap)
Figure 2.2: Hair spray (Flying bug attack)
Figure 2.3: Book (Electric butterflies zap)
Figure 2.4: Coins (Coins)
Figure 2.5: Fork & Spoon ( Character spark collecting coins)
Figure 2.6: Plastic (Character Land)
Figure 2.7: Drumstick (Character slash with blade)
Figure 2.8:Laminated paper (Character hitting metallic stone)
In the meantime, I composed a few chord progressions online using the BandLab website.
Figure 2.9: BandLab chording
By using this website: https://cloudconvert.com/mp4-to-wav
I felt that the butterfly's zap sound effect wasn’t sharp or fitting enough, so I used the Parametric Equalizer to improve it.
After that, I began applying noise reduction to all the audio files to prepare them for the next stage of sound editing, such as reverb, delay, echo, and pitch shifting. These adjustments help the sound effects better match the game’s actions and overall audio style.
Figure 3.0: Noise reduction
The next step involves editing the audio and aligning sound effects with the video to ensure accurate synchronization and enhance the audiovisual experience.
While arranging the sound effects, I noticed that the butterfly that uses lightning attacks sometimes doesn’t discharge for a while. So I designed the sound to occasionally include the discharge and occasionally not.
Figure 3.1: Frequency of sound effect
Figure 3.2: Edit using Parametric Equalizer
In order to add an echo effect when the butterfly releases electricity, I applied reverb to the lightning sound effect.
Figure 3.2: Reverb sound effects
I felt that the character's walking sound effect was too high-pitched, so I replaced it with one that’s less sharp.
Figure 3.3: Pitch shifting edit
Figure 3.4: Speed increased
I added sound effects according to the needs of each scene. For audio I wasn't satisfied with, I applied additional effects—some similar to the ones mentioned above.
Figure 3.5: Done with the sound effects
Last but not least i add on the background music i made online.
Then I move forward to adobe after effects to put the video and sound together and done !
Figure 3.6: GOOGLE DRIVE LINK
Reflection
Observation
Throughout the process, one thing that stood out was how sensitive players are to sound—even small mismatches between visuals and audio can feel “off.” Timing became more than just syncing; it was about emotion, weight, and rhythm. Some actions needed silence to build tension, while others needed layered sound to make them feel impactful. It was also surprising how everyday household items could be transformed into believable effects with the right timing and layering. Simple objects suddenly had new meaning depending on how they were recorded and used. This project made it clear that sound has the power to tell a story on its own.
Experience
The hands-on process felt like a mix of trial and error, resourcefulness, and quick decision-making. Having to shift from a studio setup to a home environment wasn’t ideal, but it ended up being a valuable test of flexibility. It pushed creative boundaries using clothing, plastic, and even food packaging in ways never considered before. Editing in Adobe Audition brought its own learning curve, especially when balancing multiple effects to avoid overprocessing. There were moments when certain edits felt wrong, and trusting instinct helped guide the revisions.
Finding
One unexpected takeaway was how much emotional depth can be created with sound alone. The right echo could make an action feel dramatic, while a short silence could add tension. There’s also a deeper appreciation now for how games use sound not just for realism, but to direct attention, guide gameplay, and build mood. Even without dialogue or music, sound choices quietly influence how scenes are understood.
























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