Frieren

(Sound Re-Design)

In this Sound Re‑Design, I decided to split the scene into two separate projects, each focused on a different aspect of the scene. This first project centers on the magic and the environmental factors operating independently within the scene. In keeping with the logic of the scene, the focus is on the magic of the spells and how they actively break down the environment around them. To amplify the impact of Frieren’s “Black Hole” spell, I needed to emphasize the sounds echoing within the walls of the dungeon. So, I added rumbles and earthquakes along with impact of the laser spells. I incorporated the wind created by the explosives and crashing of the golem within the scene. Ultimately, I loved this project because of how grounded it is within the logic of the fight. This taught me how to intertwine the sounds of character actions with the sounds of the environment they interact with.

DISCLAIMER

This project piece includes original audio created for sound redesign practice. The video clips and dialogue featured are not my property and are used solely for educational purposes to demonstrate my sound design skills.

All audio in this project is original and created by me. The video footage and dialogue are not my property and are used solely for educational purposes as part of a sound redesign exercise.

Frieren

(Sound Re-Design) pt 2

Part 2 focused on the point where the characters decide to use a more offensive approach to their conflict. I incorporated the universe logic of Frieren by tailoring the sounds specifically for the characters. Fern, the woman with purple hair, is a mage who uses “ordinary offensive magic” which means she uses simple magic in comparison to the fancy wizardry and spell casting of those around her. This was an opportunity to convey this detail via the use of grounded recordings of sniper rifles and cannon explosions in order to convey her grounded style of wizardry. In comparison, Frieren, the white‑haired elf, uses magic across all eras, so I mixed, distorted, and crafted sounds that felt distinctly hers, amplifying the scale and intensity of the spells she conjured throughout the scene. This second half was extremely fun to create, this taught me how to bring the logic of the fictional world into my process of creating sound designs in order to amplify storytelling.

An extra process I had to learn for this project is what I like to call the “Variance Technique”. I had gotten this idea from indie video games and how they save money on sound design without needing to create more unique recordings. By shifting the timing and stretching the length of clips, it creates a slightly altered version of the same sound effect, giving off the illusion of a new sound. This was extremely useful when creating the scene where Fern unleashes a barrage of magic strikes. Without using this trick, the audio of Fern blasting was flat and not such of a big effect. I plan to use this unique system I created in future projects.

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