Today marks my 6 year anniversary working
@PlayStation
🥹🔊
I feel grateful to have contributed to franchises that push the boundaries of spectacle & narrative within our medium.
I made a lil sizzle reel of some moments I did sound for! Enjoy folks~ 💕
#GameAudio
#SoundDesign
#TheLastOfUsPartII
’s Breathing System Thread Part 1
One gift of working at Naughty Dog is that the sky is limit. With artists and programmers collaborating closely, magic can happen.
The Breathing System is an example of that magic.
1.1/25
#TheLastOfUsPartII
’s Breathing System Thread Part 2
So now that there was a rich, detailed breathing system in place: it was time to marry the sound to the pixels!
2.1/15
It’s not every day the Russo Brothers shout out
#TheLastOfUsPart2
as “one of the greatest games ever made.”
It’s ALSO not every day that they shout out the impact of your sound design! ♥️
Feeling good this Monday morning ☺️
@Naughty_Dog
@PlayStation
All of these features married the sound to the pixels beautifully & produced one of the most life-like gameplay facial animation I've ever seen in games.
2.7/15
Beyond thrilled to announce I have joined the
@PlayStation
Sound team! ♥️
Honored to help contribute to PlayStation’s tradition of pushing the industry forward with iconic-sounding experiences... starting with the next God of War title!
Since
#GodOfWarRagnarok
has been out for a couple weeks now, I thought I'd share some
#SoundDesign
insight for our favorite autonomous sword, Ingrid ⚔️
Murmuration is a looping sound on a character. It's the lowest priority sound possible, so any sound that triggers (from melee, anim, script or code) will stomp it. After the oneoff plays out, the loop will return where it left off, creating a seamlessness in the breath.
1.3/25
If Ellie starts sprinting when the enemy is aware of her, you'll hear Ellie's sprint breaths become increasingly feverish and fatigued.
These are her Stages.
Every tension has 3 stages of assets, varying in intensity.
1.14/25
One note-worthy feature is the Open/Closed Mouth Stealth Breathing, Mike Hourihan's (
@m1keadelic
) brilliant idea! If the enemy is within a certain distance and in the player's view frustum, Ellie will transition to closed-mouth breathing.
1.21/25
Since people have expressed interest in the violin recordings for
#TheLastofUsPartII
's bow draw, here's a more formal thread on my journey creating the sounds for this iconic weapon.
1/11
I can only imagine everyone felt similarly after they teach you the axe throw in
#GodOfWar
. You can tell they put a lot of effort into making this feel GOOOOOOD 🪓💪😄
We also override Murmuration with a custom loop for various story beats, gameplay moments, or cinematic moments.
This puts you in their shoes and helps you empathize with their story by communicating how they're feeling.
Breath can be an excellent conveyor of emotion!
1.20/25
In this video, I scripted a spike in Ellie's Heart Rate when she progresses through this squeeze-through to showcase her fear.
This blends beautifully with the gameplay dialog which triggers after Ellie grabs the pipe!
1.19/25
It's dubbed Murmuration because it's 'the sound under the sounds'. For Ellie & Abby it's immersive breathing, for Clickers it's clicking, shrieking or frenzy-ing, and for dogs it's lick-lipping/snorting/etc.
It's anything we need it to be, and that's the power behind it.
1.4/25
Ecstatic to announce today is my first day as Audio Lead, internal at
@SonySantaMonica
! 🫶
I'm honored to be amongst this world-class group of creators... & am excited to contribute to the magic that is brewing~✨
And now.. the work begins...
This creates a tension that a player might not pick up on, but affects them nonetheless. Sound has an interesting tendency to bypass the brain and head straight to the heart.
1.22/25
One of my favorite recordings on
#TheLastofUsPartll
was
@eoarnold_
's violin, which was used for the bow draw.
I muted the more tonal, musical elements of the violin, which left the creaking strain of the strings rubbing against the wooden neck and bridge.
Today marks my last day at Naughty Dog.
Almost 4 years... where did the time go?!
I want to sincerely thank everyone I’ve worked with. I’ll miss this studio dearly & wish them all the best of luck on future projects! ♥️
As for what's next... 2021 is going to be 🔥🔥🔥
Heart Rate is a value expressed as a number: 0.0 to 1.0.
It is an encapsulation of what a character's Heart Rate would be in given context, with 1.0 being the most exerted and 0.0 being the most relaxed.
1.5/25
In just FIVE DAYS you will be able to load up this wonderful game that we poured much of ourselves in to.
So proud of everyone at
@SonySantaMonica
and
@PlayStation
on this achievement.
Oh, the price point of 'free' isn't too shabby!😉
(2/23) My task was to conceptualize, prototype, sound design, edit, and implement all vocals and non-vocal sound effects for the Infected in TLOU2, within systemic gameplay, in-game cinematics (IGCs), proper cinematics and player death moments.
All of the breathing for Player and Buddy characters were recorded with this system in mind, giving us the most optimal source to be integrated into the system.
Big thanks to all the main cast for entertaining our needs!
1.25/25
#TheLastOfUsPartII
’s Breathing System Thread Part 2
So now that there was a rich, detailed breathing system in place: it was time to marry the sound to the pixels!
2.1/15
To measure the Heart Rate, there are states that I assign numerical values to called Heart Rate States. These states can be based on AI awareness (like Unaware), enemy attack type (like Bloater Charge), or anything needing a looping solution.
1.7/25
Today is meaningful day for me because it marks FIVE YEARS at PlayStation.
PlayStation titles are a massive labor of love formed by some of the most talented creators on this earth. I've been incredibly fortunate to be able to help tell their story through sound ♥️
Programming was able to split out as many states as I needed to get the job done.
For example, Clickers have states that include Frenzy and Unaware, which have a target Heart Rate of 1.0 and 0.7 respectively.
1.8/25
(6/23) ...brought so much to the table. Our goal for the Runners this game was to establish the base level of turning Infected, which is an unmistakable sound.
It's a cry of agony; sharp hiss of pain. It is a human barely holding on to what makes them human...
In this thread, I want to exclusively talk about Ellie, one of the player characters.
Ellie has Murmuration enabled, so she's always playing a sound loop.
She has several Heart Rate States that are split by tension and whether she's sprinting or not.
1.10/25
The system is designed to ensure the assets never interrupt each other and always play out before game logic decides to pick a different type of breathing.
This implementation feels natural and makes you truly feel like you're controlling a living, breathing entity.
1.17/25
In total, there are hundreds of breathing assets (single sound files of an exhale into an inhale) transitioning based on variables such as the tension, player health, enemy awareness, Heart Rate value, Vertigo scale (For Abby) and others.
1.16/25
The possibilities become endless. I am able to do things like:
1. Play different sounds based on how long you've been sprinting, in any tension.
2. Play various stages of exhausted breathing after you've been sprinting for certain amount of time.
1.13/25
As an example, if Ellie is sprinting in ambient tension, her Heart Rate state is 'ambient-high'. When you let go of sprint, (NOT sprinting) it becomes 'ambient-low'.
1.11/25
(7/23) ...with enough moral cognition left to feel pain and sadness at their mindless destony... but not enough cognition to prevent their desire for killing, feeding and spreading their host. There's a tortuous strain in the vocal that all of these actors absolutely nailed! 🤘
With this, I'm able to determine how long it takes the Heart Rate number to go up/down from different states, letting me choose how long I want to hear Ellie's exhausted breaths peter out or how long it takes Ellie to sound worn-out after sprinting for a period of time.
1.12/25
When you let go of sprint, you'll hear the stages of her exhausted breath variations as it blends into her baseline breaths.
This is one instance of Heart Rate that happens seamlessly throughout systemic gameplay.
1.15/25
For that, I took a bellows, filled it with milky oatmeal and blew it out, creating a nasty sound that melded with the air burst, creating an organic, explosive sound that stayed true to the aesthetic of the character.
(13/25)
(4/23) Rob Krekel (
@robkrekel
) and I spent a little over two weeks directing the Infected voice talent for
#TheLastOfUsPartII
. Sound design challenges aside, I want to give credit to the talented voice actor performers who had a VERY difficult job.
Heart Rate is even scripted based on story moments. I'm able to spike a character's Heart Rate to hear an audible 'come-down' in the breathing from a heightened state, like a jump scare.
1.18/25
Spending 3 years of my professional life on Last of Us: Part II, then 2 years on God of War: Ragnarok only for both games to have substantial pre-release leaks SUCKS…
Please do yourselves a favor & avoid spoilers! Mute keywords, don’t browse comments, etc! Good luck gamers 🫡
Overall, this technology amalgamates to create an intense & visceral gameplay addition to The Last of Us: Part II.
It's similar to lighting, in that it's hard to notice, but undoubtedly resonates with the player emotionally &
creates a palpable tension in the gameplay.
2.8/15
I am grateful every day to work at a studio like
@Naughty_Dog
.
The sky's the limit, and the Release Date Reveal trailer exemplifies that.
Can't wait to share with the world what we've been cooking up... The fan response has been truly staggering. Thank you for staying patient <3
(8/23) Stalkers were super fun to work on this game! These creepy fucks were a blast to get to sound right with Matthew Gallant (
@Gangles
), Andrew Frost (
@crookedspin_
), Anthony Newman (
@BadData_
), and Rob Krekel (
@robkrekel
) just to name a few!
(9/23) One direction we pushed was the concept that the Stalkers, albeit quiet, had a sporadic shreik-y inhale and prepubescent, higher-pitched clicks to reinforce the idea that they're in the evolutionary phase between Runner and Clicker.
WHAT?!
#TheLastofUsPartII
won both the Cinematic and Gameplay MPSE Golden Reel Awards! 🤯
2020 was a WILD year for game sound, feeling incredibly grateful to receive this honor. Shoutout to the talented team at Naughty Dog, Formosa, PlayStation and all our partners! ♥️
(23/23) Big thanks to Rob for steering me in the right direction, Neil (
@Neil_Druckmann
) for supporting my sonic visions, Becky (
@thebeckydodd
) for coordinating the talent, & Formosa Interactive (
@FormosaInteract
) for making the recording process such a treat!
(12/23) Ahh, the infamous Clicker! These were a super fun class to design, with heavy inspiration from the prior sound-concept Derrick Espino (
@derrickespino
) and Phil Kovats (
@philsound
) did on the first game.
WOAH😱
#TheLastofUsPartII
picked up a total of 8 (!) wins at tonight's
@audiogang
Awards, including Sound Design, Dialogue & Audio of the Year!
Big shout-out to everyone who had a hand in this beast, as well as the incredible nominees who relentlessly inspire, every damn year♥️
I must give credit where credit is due, as none of this would be possible without the brilliant minds that helped me assemble this system. Massive thanks to Eli Omernick who wrote all of the Heart Rate logic & Debug, Dog SFX System, and much, much more.
2.9/15
(10/23) Consider them the 'tween' of the Infected classes lol👶
They also needed to be relatively silent when not moving so localizing them was more ambiguous. This dynamic range helped make their jump scares that much scarier!
(13/23) Click-y, shriek-y hell is the sound I went for in terms of design. Every moment of their vocal had to be designed with terror and ferocity in mind to constantly send chills down the players' spine 👊
(14/23) A lot of the sounds were layered with various wet, gore source recorded at high sample rate with an extended frequency response microphone. This gave the vocals a texture that felt sickening and hyper-real to the listener. (Same technique was used on the Shambler!)
Can't forget where it all begins: the rec studio!
Thanks to all of our actors including Ashley Johnson (
@TheVulcanSalute
), Shannon Woodward (
@shannonwoodward
) & Laura Bailey (
@LauraBaileyVO
) who gave us a ton of breathing performances. They were not wasted! ♥️
2.14/15
There is a facial animation for every bucket of breath variations for the player, from open-mouth stealth to exhausted stage 2 combat, and everything in between!
Eli Omernick programmed these animations to compress or expand, depending on the length of the sound file.
2.4/15
(16/23) The Bloater was an interesting challenge. We wanted to further convey that, at its core, the Bloater is just a pissed off dude covered in calcified pustules and fungi, which deeply informs the vocal design. This meant a focus on using raw, brutish human vocals.
(19/23) The Shambler is a special class because it was a chance for me to instill my own creativity into the Last of Us universe, as this was a wholly new Infected class this game!
I can't stress the importance of these two VAs who brought this guy to life:
#TheLastOfUsPartII
’s Breathing System Thread Part 1
One gift of working at Naughty Dog is that the sky is limit. With artists and programmers collaborating closely, magic can happen.
The Breathing System is an example of that magic.
1.1/25
When close-mic'd, these quiet, crackling sounds have all sorts of outlandish detail that evoke sickly squeamishness.
The sizzle is created from water boiling on a piping hot pan and dripping water on a pilot light. (Don't try this at home!😶)
(15/25)
After this failure, we worked closely with animator Keith Paciello (
@keith_paciello
) who was able to supply us with bespoke facial animations that he hand-animated to the sound.
2.3/15
(20/23) Thank you Raul Ceballos (
@RaulCeballosVO
) for your terrifying vocal and inhuman-sounding, fluttery inhales & Steve Blum (
@blumspew
) for your gnarly, wet snorts and grunts! It made the Shambler such a breeze to work with!
Initially, we tried using the automatic lipsync that already existed in the engine to drive the mouth from the sound signal.
This was a fail, as it doesn't play nice with 'efforts' or non-spoken dialog.
2.2/15
(17/23) Luckily we had the perfect pairing of VAs in Jon Olson and Kellen Goff (
@kellengoff
). Jon provided the blood-curdling roar and wails you hear in certain moments like the charge tell, and Kellen provided the ungodly, wet fluttery, snorty content...
(15/23) Big thanks to the incredibly talented VAs: Phil Kovats (
@philsound
), Jon Olson, Lani Minella (
@LaniMinella
), & Misty Lee (
@Misty_Lee
) for their unique abilities to produce horrifying sounds etched in gaming history!
The base of the bow draw sound was a recording of a violin.
I muted the more tonal, musical elements of the violin, which left the creaking strain of the strings rubbing against the wooden neck and bridge. This provided me with a textured bow draw sound oozing with detail.
4/11
To Jonathan Lanier who added Murmuration to the dialog system as well as integrated (With the help of the TNT SCREAM team in San Mateo) the ability for our audio middleware to send data back to the runtime.
2.10/15
This data is sent in real-time from our audio middleware, so the facial animations are completely reactive to the sound logic and retain the organic random behavior designed in the middleware's sound script.
2.5/15
(21/23) These vocals were of course embellished with some weird shit, so I'm going to do a separate thread on the sound design of the Shambler in the future, as it's near and dear to me! Stay tuned for that!
To animators Keith Paciello (
@keith_paciello
) for his relentless collaboration on creating the facial animations needed to make this look top-tier. Also to Karina Villanueva, Troy Slough (
@Troy_Slough
) and Ryan Broner for Abby Vertigo animation support.
2.11/15
(18/23) ...that perfectly melded with Jon's roars and created one helluvuh monster 🙌 A lot of inspiration came from Erick Ocampo's (
@OcampoSound
) awesome Bloater sound design from the first game, so big props to him!
Some of the props & materials used for Ingrid's physical sound elements included an axe, a sword, a scabbard and glass debris.
I recorded grit grinding under a blade, metal scrapes & vibrating glass granules from bowing a cymbal to imbue a more 'believable' sound for Ingrid.
One of my favorite things in game development is seeing mass speculation over these deep meta-narratives, when in reality, what they’re witnessing is quite unremarkable 😂
Lastly to Rob Krekel (
@robkrekel
), Neil Druckmann (
@Neil_Druckmann
) and Anthony Newman (
@BadData_
) for their leadership and feedback throughout these processes.
2.13/15