This week I decided to make another FMOD session for a hypothetical game. I have created a lot of the assets you’d see in the style of game I have chosen, and implemented them in the same way as I would if I was working with an actual game. Thus, these last 3 recording hours of this week I spent recording the sounds for a boxing match and a boxing commentator.
I decided to make the sounds for a hypothetical first-person boxing game. I’m picturing boxing gloves infront of you, your enemy opposite you in the ring and you can throw punches at different sections of their body. All of my sounds are made from a first person perspective, and as such are close in perspective.
I’d never really made any punch sounds previously, and so I did a fair bit of research before I set about recording. I decided I wanted to split the punch sounds into two different variations, a slappy, slightly more fleshy sounding face hit and a more low, thumpy chest/body hit. I decided to split the sound down into multiple elements to record separately, and then layer in FMOD to provide a massive variety in sound. I ended up recording a main slappy flesh sound (by slapping my own forearm), a low thump (recorded by hitting my sofa and rolling off the top end), some chesty hits with more resonance (recorded, you guessed it, by thumping my own chest (i don’t need any professional help, honestly)), some whipbys (just recording cloth and my arm whipping past the mic) and a few other elements to beef up the sound.
I recorded multiple takes of each element – at least 8 takes for the main ones. I arranged them so the whipby played first, and emulated the sound of the boxers’ arm swinging through air before it connects with the opponent. The slap and thump provided the majority of the sound, as well as a short reverb tail (reverb captured from the room I recorded the slaps in, with the transient edited out) to give some depth, and much lower layers of a kick drum and a gunshot (to add depth and crack to the punch).
I used the sound devices 633 and Sennheiser MKH416 shotgun mic to record all of the punch sounds.
I then recorded a few more character sounds. I recorded my own breathing to emulate the sound of a boxers heavy breaths during the fight. I recorded 4 variations of 3 different states; a low state (just breathing through the nose), and medium state (breathing through the throat) and a heavy state (breathing heavily through the chest). I performed the breathing so it was roughly in time and would loop well together. As well as the breathing, I also performed some ‘impact’ sounds (for the player getting punched) and I used the whipby sounds i’d recorded for the punch to make some ‘miss’ sounds, again emulating the sound of a punch being thrown without the connection at the end.
The ambience largely came from a a single stereo recording I found online, of a sport event. Unfortunately I didn’t have access to a large crowd for this project, however I plan to attend a football match locally in the next month, and I want to record as much crowd sound from that as I can.
The VO was one of the main elements of the recording this week and was partly why I chose a sport game to re-create. I really wanted to record some commentary and I knew a friend of mine had a voice that’d suit the style really well. I did my research by watching a few boxing matches on youtube and noting down some of the phrases they used. I tried to re-create some of that boxing syntax in the script that I wrote for Dan to perform. I broke down the lines I wanted into 5 different topics, relating to a different event in the game; the player attacking, the player being attacked, general commentator comments, the player scoring a knockout and the player winning. I then wrote a line for each event, as well as two variations of the line.
We recorded in a dead room studio at uni, I used the trusty sound devices 633 and the Neumann U87 to record. It was the first time i’d used the Neumann, and I was aware of the legendary reputation; I was extremely impressed with the results, and clearly the mic performs within the price bracket it is in. We ran through all 60 of the lines i’d written extremely quickly, and Dan performed each line with a few different boxers’ names.
Below are two videos detailing my FMOD sessions for both the ambience and player sounds, as well as the VO. Please check them out to hear my sounds!
A look at the FMOD session for the ambience and player sounds:
A look at the FMOD session for the VO:
That’s it for now, next week I think i’m going to attempt a re-design of Limbo, with the package that comes with Wwise. Planning on processing all of the sounds through a cassette tape recorder I have lying around, should be exciting. Stay tuned!
Thanks for reading!