It’s great when you come across someone who is open enough to post a step-by-step brain dump of their sound design process, and especially welcomed when the audio comes married to video pulled directly from a game you can all run off and play.
After digging through his spell book of secrets, it’s clear that Glenn Goa (@SoundWizard) has got the sound design bug and a deep urge to educate the masses. Since July of this year he’s been breaking down each of the featured characters sound sets by: attack, ability, and death sounds. Through each post he brings you into his design process by detailing decisions and sharing his experiences along the way.
An example from the Geomancer:
I was quite puzzled on how I was going to make a loopable sound out of sand that didn’t sound like it was doing damage but loud enough. I found a bizarre solution by simply using various sounds of wind gusts picking up sand, and making it loop with a generated signal sound called a Brownian Noise.
Or this one with the Drunken Master:
For the geysers, I used recordings of a water hose being squeezed tightly to get a harsher sound.
I added that with the sound of waterfalls and buckets throwing water onto the ground.
I basically had to become 12 years old again and do the things my parents told me to stop doing, in other words, I got paid for making a mess.
In your face, parents!
Definitely drop by and read up on some of the cool things he’s doing with sound in the game, then head over and give Heroes of Newerth a spin!