Foley, atmospheres and interactive sound, captured from scratch.
A short reel demonstrating Foley performance, atmosphere design and interactive sound implementation.
Three stages, in order, and almost everything starts with a microphone rather than a library.
Almost everything you hear on this site was recorded, not licensed. Real microphones and preamps, specialised ones where the material calls for it, performed to picture rather than pulled off a shelf.
Props, surfaces and takes are chosen per shot, which is slower than a library search and the reason the result fits the image instead of approximating it.
Every recording goes through rigorous spectral cleaning with iZotope RX: room tone, handling noise and stray resonances removed before any creative processing starts.
From there the raw material is layered, pitched, stretched and resynthesised into the final sound, often with the same techniques used inside the music, so score and effects share a common voice.
Balance, space and dynamics set against the picture or the gameplay, in stereo, surround or immersive formats, so dialogue, music and effects each keep their place.
Delivered as clean, correctly formatted assets, and every one of them is exclusive to the project.
Describe the scene, the platform and the deadline, I'll tell you what's realistic.