Free-Flow Combat

A prototype created by Mix and Jam to showcase a combat system widely used in action games.

Most of the sound design attention went into crafting satisfying combat impacts. Striking a balance between oomph and metallic resonance was tricky—it either sounded like hitting a body or striking a hollow metallic box. Ultimately, I feel like I managed to find the sweet spot.

An interesting challenge was tapping into the game's slow-motion effect to ensure the audio system properly matched the visuals and maintained impact.

Something I learned while working on this was the balance to strike between variety within combat SFX layers while maintaining impact. In the end, there was a better outcome when printing different permutations of the combat layers, rather than trying to let the layers randomly trigger to create unique combat SFX automatically.

Free-Flow Combat

A prototype created by Mix and Jam to showcase a combat system widely used in action games.

Most of the sound design attention went into crafting satisfying combat impacts. Striking a balance between oomph and metallic resonance was tricky—it either sounded like hitting a body or striking a hollow metallic box. Ultimately, I feel like I managed to find the sweet spot.

An interesting challenge was tapping into the game's slow-motion effect to ensure the audio system properly matched the visuals and maintained impact.

Something I learned while working on this was the balance to strike between variety within combat SFX layers while maintaining impact. In the end, there was a better outcome when printing different permutations of the combat layers, rather than trying to let the layers randomly trigger to create unique combat SFX automatically.

Free-Flow Combat

A prototype created by Mix and Jam to showcase a combat system widely used in action games.

Most of the sound design attention went into crafting satisfying combat impacts. Striking a balance between oomph and metallic resonance was tricky—it either sounded like hitting a body or striking a hollow metallic box. Ultimately, I feel like I managed to find the sweet spot.

An interesting challenge was tapping into the game's slow-motion effect to ensure the audio system properly matched the visuals and maintained impact.

Something I learned while working on this was the balance to strike between variety within combat SFX layers while maintaining impact. In the end, there was a better outcome when printing different permutations of the combat layers, rather than trying to let the layers randomly trigger to create unique combat SFX automatically.