Sound Design
Ongoing coverage on Sound Design.
Latest coverage
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.
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, a callback to its publisher, Microsoft. This sound effect, also present in Forza Horizon 5, has elicited humorous and sometimes negative reactions from players. The game has also set new player count records on Steam and is currently available on PC and Xbox Series X|S, with a PlayStation 5 release planned for later this year.
The Steam Controller Features A Very Familar-Sounding Easter Egg
The Steam Controller has been found to feature a hidden Easter egg where it plays the Wilhelm Scream sound effect when dropped from a height of approximately three feet. This discovery was confirmed by GameSpot, highlighting the playful nature of Valve's engineers. The article advises users to test this feature in a safe, cushioned environment.
Opinion: Pokémon Pokopia Shines Brightest In Its Subdued Moments
This opinion piece highlights the exceptional sound design and music in Pokémon Pokopia, suggesting it's a key element that elevates the game beyond its core gameplay mechanics. The author praises the dynamic soundtrack that evolves with the environment and the subtle environmental audio cues that enhance immersion, even comparing its musical approach to The Legend of Zelda: Breath of the Wild.
Aphelion’s Audio Team Explains Its Immersive Soundscape
The audio team behind Aphelion discusses the game's immersive soundscape, focusing on the narrative-driven music by composer Amine Bouhafa and the sound design choices aimed at conveying loneliness and tension. The team highlights influences like the film Arrival and the challenges of creating unique audio for the creature known as the Nemesis.
BAFTA: Clair Obscur och Dispatch vinner lika många priser
Clair Obscur: Expedition 33 and Dispatch were the biggest winners at the BAFTA Games Awards 2025, each taking home three awards. Clair Obscur was named Game of the Year, also winning for best debut and best lead performance for Jennifer English. Dispatch received awards for best animation, sound, and supporting performance for Jeffrey Wright. Arc Raiders was recognized for its multiplayer component.
007: First Light’s Newest Dev Diary Has Audio Director, Composers Discussing Sounds and Music
IO Interactive released a new developer diary for 007: First Light, featuring audio director Dominic Vega and composers The Flight discussing the game's music and sound design. The episode highlights the considerations for creating Bond's audio experience, including character motifs and location acoustics, with recording sessions at Abbey Road Studios. 007: First Light is set to launch on PC, PlayStation 5, and Xbox Series X/S on May 27th, with a Nintendo Switch version planned for summer.
SacriFire's Revelations: Echoes of Antioch
Pixelated Milk has released the third chapter of their 'Revelations' dev series for SacriFire, focusing on the game's sound design. Audio generalist Miku Łapacz details how influences from Persona and JoJo's Bizarre Adventure shaped the sonic identity, discusses foley work for character movements, and explains techniques used for maintaining audio immersion during cutscenes.
"I wanted you to feel bad": former Battlefield audio designer recalls punching himself to record more realistic gunshot screams
Former DICE audio director Bence Pajor discussed his methods for creating realistic gunshot sound effects for the Battlefield series, including punching himself to record authentic screams of pain. While aiming for immersion, some colleagues found the sounds too disturbing. Pajor, who previously served as a military sniper, has since moved on to work on Arc Raiders, focusing on robot combat sounds.