SOUND DESIGN

Unreal Engine 5 Pro Tools Reaper Ableton Live iZotope RX BaseHead

Every sound here starts with an idea and a reference. I record, edit, restore, and mix the sources in my studio, then shape them into layered instruments for realtime performance. Each section follows these techniques: from the microphone, the synth, or the raw sample to its place in the mix.

Pro Tools · Reaper · Ableton · RX · MetaSounds · BaseHead

The studio: 5.1 monitoring with surrounds, where every sound on this page was made

A Physics-Driven Flyby

Rotors designed in Reaper, an engine tone isolated from a location recording with RX Spectral Repair (Partials + Noise), procedural wind using pink noise, and phase-aligned body layers, performed by a MetaSound driven by real-time Doppler and rotor directivity. A quick breakdown of the MetaSound layers are in the video below.

The engine loop is seamless by construction: matching 2.5 second regions from each end are cross-mixed, end to start and start to end, then phase aligned at the join so the exported loop cycles without any clicks or artifacts. The pitch of every layer rides one number: a Blueprint function library implementing the full two-term Doppler equation from the helicopter's and the listener's velocities. Reflections return through a quad convolution reverb using an Altiverb Industrial District impulse response, so the district answers back in surround as the aircraft passes.

Rotor design session in Reaper Engine tone isolation in RX Spectral Repair
CalculateDopplerRatio Blueprint function library implementing the two-term Doppler equation Quad impulse response convolution reverb for the industrial district

Recording the Jacket the Characters Wear

Cloth movement for RedCell's characters, recorded from a military jacket: cotton shell and polyester lining rubbed together, performed at run and walk cadences. Captured Mid-Side with a Soundelux U195 mid and a Sphere DLX modeling a Neumann M49 figure-8 pair, so a single performance delivers both a mono-compatible mid for spatialized third-person playback and a decoded stereo image for first-person layers.

Mid-Side microphone placement for jacket foley recording

Same raw take, both formats · Headphones recommended

The session commits mid and decoded stereo as grouped tracks, so one edit pass rules both formats: 185 takes stripped, faded, and exported as paired mono and stereo files. Restoration ran through RX Spectral De-noise, and the finished library lands in BaseHead as UCS Foley/Cloth with the microphone chain documented in the metadata of every file.

Pro Tools Mid-Side foley session with grouped commit tracks RX Spectral De-noise pass on the jacket recordings
Finished jacket library in BaseHead with UCS categories and embedded metadata

Grass and Gravel, Movement by Movement

A surface library built by hand: source samples edited, chopped, relayered, and EQ matched into consistent families for every movement type the Foley system performs. Walk, run, walk backwards, pivot, scuff, scuff pivot, jump, and land each get their own variation set per surface, so the footstep system always has the right energy for the motion.

Footstep editing and layering in Ableton with clip extensions Processing chain used for footstep shaping and EQ matching
Finished footstep library in BaseHead with UCS categories and embedded metadata

The runtime side of this system is covered in Footstep System, and the naming and batch pipeline behind the exports in Asset Pipeline & Python.

Split by Physics, Named by Phase

Shell drops for pistol, rifle, and shotgun across concrete and grass, isolated one by one from source recordings, balanced, and separated into the phases the game actually triggers: impact, bounce, and settle. In the weapon MetaSounds each phase is its own variation pool, so a casing can hit, tumble, and spin down with energy that follows the physics instead of one baked take.

The runtime side of this system is covered in Weapon Audio.

A Generator Built from an Air Conditioner

The generators humming through the industrial map started as a portable air conditioner: recorded with a kick drum microphone placed low against the housing, where the low end lives and the fan wash does not. A noise profile captured from the top of the unit subtracts the remaining wind, and the cleaned motor bed is layered with mechanical detail and steam into the running generator, placed in the level alongside buzzing fixture lights.

Kick drum microphone placed low against the air conditioner housing

From the living room to the industrial district

Voicing the Title Object

The RED CELL itself floats at the heart of the enemy headquarters, and my current game is named after it, so its voice had to feel alive. The core is an oscillating Moog, never perfectly still the way only analog isn't, widened and set in motion through a send chain. Over it, real electrical recordings performed against objects, stretched and granularized so the texture never repeats, mixed in Reaper into something synthetic but breathing.

The Moog patched for the RED CELL's core oscillation

Analog core, granular electricity

In game: the cell, generators, vents, and lights of MiraHQ together · Audio Gameplay Volumes with custom IR convolution

A Menu Voiced by a Notebook

The menu hover began as a study of a favorite: the main menu of Hell Is Us, whose hover reads like a struck ball, round and physical instead of synthetic. I recreated my own version using a recording of tapping on a paper notebook, shaped with heavy compression and saturation with the same character. The rest of the inventory menu was designed with Phase Plant and Serum using a number of effect plugins such as Fracture, resampled multiple times. I made these in a single session using a source video so that hover, click, select, equip, tabs, and back, sounded as a single material identity. Each menu sound also carries a matched DualSense haptic response, modeled on how these sounds should feel.

Recording the paper notebook against the SD-1 microphone Ableton processing chain shaping the notebook pop into the menu hover

From the page to the menu

The framework these sounds play through is covered in CommonUI Sound Sheet.

Ambience That Surrounds Instead of Loops

The ambience beds are built for true surround: mono channels isolated in RX from low sub-heavy wind and light rain on water, then loaded into Unreal as custom environment sounds for Ultra Dynamic Sky. Instead of one looping quad file, the bed MetaSound triggers four wave players at staggered times, so no two corners of the room ever phase-lock and the ambience never audibly cycles. On a 5.1 system the wind and rain sit around the listener as a field rather than a wall.

Isolating a single channel from a quad recording in RX Staggered quad bed: four wave players triggering at offset times
Quad output stage metering both layered beds, low wind and light rain

Two mono channels, isolated in RX · the bed is built from these

True 4-channel file · Requires surround configuration, otherwise folds to stereo