Sonic Design : Final Project

Sonic Design Final Project: Audio Redesign for Ori and the Blind Forest

1. Project Overview

  • Project Title: Game Clip Audio Redesign & Mixing
  • Source Material: Ori and the Blind Forest
  • Software: Adobe Audition CC
  • Duration: 01:15

The goal of this project was to remove the original audio from a gameplay clip and reconstruct an immersive auditory world from scratch. The selected footage covers a rich variety of scenes, transitioning from the quiet entrance of a magical forest to a hollow, echoing cave. It includes character movements (running, jumping), skill casting, UI interactions, and atmospheric shifts. The objective was to utilize Sonic Storytelling to enhance the fantasy and isolation depicted in the visuals.

Figure 1: Comprehensive list of audio assets used.

2. Soundscape & Ambience

Ambience is the key to setting the tone. As seen in the project screenshots (specifically Track 4), I employed a Layering technique to build the environmental background noise.

  • Forest Layer (0:00 - 0:23):
    I used the asset Jungle_Ambience.mp3 as the foundation. This section focuses on the openness of the surface level. The sound is bright, featuring the rustling of wind through leaves, which complements the glowing trees and flowing mist in the visuals.
  • Cave Layer (0:24 - End):
    When the character dives into the water and enters the underground area, the environment shifts drastically. I switched to Cave_Hollow_Water_Drops_48000.wav. To reflect the claustrophobia and dampness of the cave, I used the EQ (Equalizer) in Audition to cut the high frequencies and boost the mid-low frequencies, giving the reverb a deeper, more spacious feel.
  • Transition Processing:
    I created a precise Cross-fade between the two ambient clips on Track 4. By manipulating the yellow Volume Envelope lines, I achieved a seamless auditory transition from the forest to the cave, avoiding any abrupt cuts.
Figure 2: Timeline showing the cross-fade between forest and cave ambience.

3. Foley & Sync

Character action sounds are core to establishing "impact" and "presence." Since the protagonist, Ori, is a small spirit, the sounds needed to be light yet textured.

  • Footsteps: Assets like Messy_Running_48000.wav were sliced and chopped. Instead of simply looping the clip, I manually aligned each slice to the character's footsteps on the timeline (refer to Track 2).
  • Jump & Land: I utilized the Jump_Land_48000 series. Specifically, for the double jump at 0:04, I layered a Magic_Swoosh.wav to emphasize the magical, anti-gravity nature of the movement.
  • Water Interaction: At 0:24, when the character enters the water, I added a splash sound processed with a Low-Pass Filter to simulate the muffled sensation of being underwater.

4. Special Effects & Magic (SFX)

As a fantasy game, non-realistic sound design is crucial. This work is primarily concentrated on Track 1 and Track 3.

Highlight: When the text "You found an Energy Cell" appears (0:47), I layered the Get_Energy.wav with high-frequency wind chimes to create a holy and shimmering auditory texture.

At the end of the video (0:59), when the character creates a save point, I combined Magic_Transformation_SFX with Game_Hit_Sound. This created a powerful low-frequency Impact, followed by a Tail that sustains for several seconds.

Figure 3: Overview of the multi-track session.

5. Music & Mixing

In Audition, I used Auto-ducking (volume automation). When key sound effects occur, the BGM volume automatically drops by 3-5dB to ensure the main SFX cuts through the mix, slowly rising back up after the action concludes.

Final Mixdown: To create a stereo sound field, specific environmental water drop sounds were randomly assigned to the Left or Right channels (Panning), providing spatial awareness for headphone users.

6. Conclusion

Challenge: Continuous running sounds can easily feel robotic.
Solution: I used the Pitch Shifter effect in Audition to apply slight, randomized pitch variations to individual footstep samples, making them sound more organic.

Through this Adobe Audition project, I gained a deep appreciation for the power of sound in game narrative. From the selection of raw assets to the precise editing on the timeline, every waveform serves a storytelling purpose.

Final presentation:



Click here to view the project's source files and audio on Google Drive

🎧 Audio Design Log

Project: Ori Redesign  |  Entry: #01  |  Status: Mixed

00:00 The Illusion of Magic

"Hello, this is my audio log for the Ori and the Blind Forest redesign project. I want to talk about how these 'magical' sounds were actually made. You might think it's all synthesizers, but to achieve realism, I relied heavily on Organic Foley."

00:25 Designing the Footsteps

"Ori is a light spirit. Stock footstep sounds were too heavy. I needed something tactile but weightless."

🎙️ Foley Secret: The running sound on grass is actually my fingers tapping rapidly on heavy denim fabric. For the wooden beams, I used my knuckles knocking on an empty cigar box.


00:55 The Depth of the Cave

"Transitioning from the surface to the underground cave required a shift in space. It needed to sound damp and claustrophobic immediately."

🎙️ Foley Secret: The deep water drips aren't digital reverb. I recorded them in my bathroom (natural echo), letting water drip into a partially filled plastic bucket.



01:30 Creating the Chime

"The most challenging part was the 'Energy Cell' acquisition sound (0:47). It needed to sound holy and shimmering."

✨ Magic Trick: I ran a set of old metal keys across a wind chime. Then, I reversed the audio clip and pitched it up in Audition to create that golden, swelling texture.



00:59 The Weight of Safety (Soul Link)

"At the very end, Ori creates a save point. Unlike the light fairy movements, this sound needed weight. It had to feel like an anchor dropping, telling the player: 'You are safe now, progress is locked.'"

🔨 Impact Secret: To get that heavy, dull 'thud' without a sharp slap, I recorded myself dropping a heavy textbook onto a leather sofa.


To add the 'magical relief' tail, I layered it with a recording of a deep breath exhale, but I pitched it down by -50% to make it sound like a massive release of energy.


💡 Foley Cheat Sheet 

In-Game Sound Real World Source Technique
Running (Grass) Fingers on Denim EQ Cut Lows
Double Jump Swinging Bamboo Stick Layering
Underwater Washing Machine Low-Pass Filter
Magic Chime Keys & Wind Chimes Reverse + Reverb
Soul Link (Impact) Book on Sofa + Exhale Pitch Shift Down

— End of Log —

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