

After designing sounds in Pro Tools and programming and randomising them in FMOD, I decided to export a bunch of them and manually edit them to simulate a game sequence in Pro Tools. Pro Tools has video but no randomisation, and FMOD has randomisation but no video – there is no way to link them together. If you look at the initial workflow diagram, you can see that I cannot process proper tests without the integration step, because neither Pro Tools nor FMOD allow me to simulate randomised sounds in this situation.

But in this game I didn’t have time to do the integration part myself.

In the end there are a hundred different sound events in the game. I made the impact sounds of weapons, armor, character movement, special attacks, knockouts etc. The graphics and animations are highly elaborate, so the team wanted sounds that were top of the line for a mobile game. Most of my work involved creating the sound textures of these different materials. To achieve this, I had to find something specific for each material.
