Sound Design
Ongoing coverage on Sound Design.
Latest coverage
Your Mind Is Playing Tricks On You: Why You Hear What You Want To Hear In Control Resonant
Lucas Pierrot, audio lead for Control Resonant, discusses the intricate audio design of 'The Board,' a key entity in the game. The team aimed for a 'ritualized anger' inspired by the Māori Haka, using voice resonances and a partial language to create a sense of perceived intelligence and emotional impact for the player.
Half-Life 3 speculation reignited by Valve dev mentioning three sweet little rumored codenamey letters amid technical chat about video game noises
Speculation surrounding Half-Life 3 has resurfaced after Valve composer Mike Morasky mentioned the rumored codename 'HLX' during a technical panel on game sound design. The mention, which occurred during a discussion about HDR audio implementation, has fueled fan theories about the long-awaited sequel's existence.
Mick Gordon On How He Helped to Make Warhammer 40,000: Boltgun 2’s Climactic Boss Fight “Big and Bombastic”
Composer Mick Gordon discusses his involvement in shaping the climactic boss fight for Warhammer 40,000: Boltgun 2. He explains how his contributions aimed to make the encounter feel 'big and bombastic,' likely through sound design and musical composition.
'Nothing is obvious and nothing is rubbed into your face' — Control Resonant composer says 'in the end it’s all only music made with love and enthusiasm' and fans will likely uncover hidden easter eggs in the soundtrack years later
Control Resonant composer Petri Alanko discussed his approach to creating the game's soundtrack, emphasizing the addition of hidden layers and easter eggs that fans may discover years later. He detailed how he draws inspiration from legendary producers and incorporates unique sound design techniques, even for enemy concepts like Hedron, Hiss, and Mold.
'With Remedy, it’s about philosophy and the emotional layer' — Control Resonant composer says to create Remedy's atmospheric music, he records sounds on a 'daily basis' that he'll later manipulate into harmonies: 'The weirder, the better'
Control Resonant composer Petri Alanko discusses his unique approach to creating atmospheric music for Remedy Entertainment games, often using unconventional sounds captured daily. He emphasizes that the weirder the source material, the better the outcome, and relies heavily on intuition and emotional connection rather than a strict audio bible.
I Can’t Believe A Silly Star Wars Racing Roguelite Is One Of My Favorite Games This Year
Star Wars Galactic Racer is a surprisingly fun racing roguelite that leans into the absurdity of the Star Wars universe. While its story and sound design are weak points, the core gameplay loop of high-speed racing, risk-versus-reward decisions, and constant progression makes it an exhilarating experience. The game successfully captures the thrill of fast-paced racing, making it one of the reviewer's favorite games of the year.
Silent Hill: Townfall släpps i morgon – och recensionerna ser bra ut
Silent Hill: Townfall, developed by Screen Burn Interactive, is set to release tomorrow, with early reviews indicating a positive reception. The game holds an average score of 82/100 on Opencritic, praised for its atmosphere, storytelling, and sound design. However, some players have noted issues with microstuttering common in Unreal Engine games and a strong focus on stealth gameplay.
Silent Hill: Townfall släpps i dag – och recensionerna ser bra ut
Silent Hill: Townfall, developed by Screen Burn Interactive, has officially launched with positive reviews. Critics praise its atmosphere, storytelling, and sound design, with an average score of 82/100 on OpenCritic. Some players have noted microstuttering issues common in Unreal Engine games and expressed dissatisfaction with the focus on stealth.
Donkey Kong Bananza sound designer talks about the work that went into DK’s transformation
A sound designer for Donkey Kong Bananza shared insights into the creation of Donkey Kong's transformation sound effects on Nintendo's recruitment website. The process involved trial and error to match both button presses and Joy-Con shaking controls, aiming for a pleasant and iconic sound that integrates with Pauline's music.
Lofsöng was one of gamescom’s quietest reveals, and that’s criminal
Lofsöng, an exploration puzzle adventure from Unrelated Studio, was quietly revealed at Gamescom Opening Night Live. The game features a dead world, no dialogue or map, and focuses on sound and architecture to convey its narrative. Players control a child and an origami companion navigating a desolate landscape, with mechanics centered around observing and responding to audio cues. The game also appeared in the ID@Xbox Spring Showcase and was selected for the Tribeca Festival.
[Embargoed August 24 // 5.30pm BST/6.30pm CEST] Mutter and Blue Prince among winners at Gamescom Dev Awards 2026
The winners of the Gamescom Dev Awards 2026 have been announced, with Mutter winning Vocal Excellence and Blue Prince taking home the Game Design Excellence Award. Cards & Cannons was named Most Promising Game, and Amir Satvat of Tencent Games received the Ambassador Award for his industry support.
47 video game things that spark joy
This article compiles a list of small, often overlooked moments in video games that bring players joy, ranging from humorous bugs and satisfying combat mechanics to clever design choices and nostalgic elements. Contributors share personal anecdotes about specific instances that enhance their gaming experience, highlighting the unique pleasures the medium can offer.
A special weapon was forged to create Onimusha: Way of the Sword's brutal blade sound effects: "We wanted that…
Capcom's audio director, Shunichi Suwa, details the unique sound design process for Onimusha: Way of the Sword, particularly the creation of its brutal weapon effects. A specially crafted katana with a kinked blade was used in a Foley studio, along with various metals and stones, to achieve the raw, grating sounds that emphasize the game's combat and Miyamoto Musashi's fighting style.
Super Mario Bros. Wonder dev reveals how the Inchworm Pipe sound effect was made
A developer from Nintendo shared insights into the creation of the Inchworm Pipe sound effect for Super Mario Bros. Wonder. The team experimented with vibrato effects to achieve a wriggling, creature-like quality, aiming to evoke surprise and fun for players. The sound designer emphasized the importance of evoking specific feelings and adding color to the game world through sound.
Pikmin 4 sound design lead talks about working on the game’s sound effects
Pikmin 4 sound design lead Taiyo Furukawa discussed the challenges of creating sound effects for the game, particularly in expressing the smallness of the Pikmin and protagonist while maintaining responsive gameplay. He emphasized the importance of observing the real world for sound inspiration and collaborating with colleagues to refine audio design. The article also touches on the general significance of sound effects in enhancing player immersion and memory.
SGJ Podcast #516 – Our Favorite Sound Design in Gaming
The SGJ Podcast hosts discuss their favorite examples of sound design in video games, covering titles like Elite Dangerous, Thief, Rebel Galaxy Outlaw, and Warhammer 40,000: Darktide. The discussion highlights how audio contributes to immersion and gameplay experience across a variety of genres.
Can You Import Songs For the Megaphone in Grow a Garden 2?
In Grow a Garden 2, players can use the Megaphone item to play songs and sound effects by utilizing Roblox Sound IDs from the Roblox Creator Store. To import a song, players must copy the Asset ID from the Roblox Creator Store and paste it into the Megaphone's interface within the game. The Megaphone itself is a Rare item available for purchase in the Gear Shop for 8,000 Sheckles or 49 Robux.
SGJ Podcast #515 – Check-In
This episode of the SGJ Podcast features a check-in with hosts Spaz, Julie, Thorston, Jacob, and the main host discussing their current well-being and the games they are playing. The conversation touches on recent injuries and a variety of other topics. The next episode, scheduled for June 10th, 2026, will focus on games with favorite sound design.
The sound of the Eclipse: Sam Slater on scoring Saros
Composer Sam Slater discusses his approach to creating the soundtrack for the game Saros, emphasizing the blend of dark synthesis, drone metal, and manipulated voices to capture the game's atmosphere. He details the collaborative process with Housemarque and PlayStation Studios Creative Arts, focusing on building a unique musical identity for the game's world and characters, and how sound design and music work together to immerse the player.
A Forza Horizon 6 Sound Effect Might Just Trigger Some Awful Memories For You
Forza Horizon 6 features a car horn sound effect that mimics the Microsoft Teams notification sound, a callback to its publisher, Microsoft. This sound effect, also present in Forza Horizon 5, has been noted to evoke negative memories for players associated with office work. The game has also set new player records on Steam and will be released on PlayStation 5 later this year.