SYNTHESIS
Cicada Sound Design
Cicada textures constructed synthetically using Phase Plant.
VR · GAME AUDIO · FMOD
Building the sound of a surreal world through synthesis, environmental audio and interactive implementation.
As Lead Sound Designer on Salaryman Rescue, I created and implemented audio for the game's VR environments, combining original sound design, synthesis and FMOD implementation.
The examples below show selected elements from the project, from synthesised insects and environmental ambience to designed objects and recognisable sounds within the game world.
01
Synthesising a living insect environment.
Cicadas and insect textures were constructed through synthesis before being implemented and positioned within the VR environment using FMOD.
The system combines designed cicada and dragonfly elements to build an environmental layer that responds naturally as the player moves through the park.
IN-GAME RESULT
SYNTHESIS
Cicada textures constructed synthetically using Phase Plant.
FMOD IMPLEMENTATION
Cicada assets implemented within FMOD for use throughout the VR environment.
FMOD IMPLEMENTATION
Additional insect behaviour implemented as part of the environmental soundscape.
02
A dynamic UFO engine built from synthesised source material and driven by RPM.
Rather than using a single looping engine sound, the UFO was built from multiple synthesised layers. Wavetables created from various hardware synthesizers formed the source material for the engine.
In FMOD, the engine layers respond to RPM, allowing the character of the UFO to change dynamically with the craft. The tractor beam was designed separately using synthesis and layered sound design.
SOURCE DESIGN
Synthesizer recordings prepared as multiple tonal states for the UFO engine.
FMOD · RPM SYSTEM
Multiple engine layers crossfade across the RPM parameter to create continuous movement and variation.
SOUND DESIGN · CUBASE
The tractor beam was designed separately using synthesis, modulation and layered processing.
IN-GAME RESULT
03
Building the wider environmental soundscape.
Environmental audio establishes the surrounding town beyond individual sound effects, giving the VR space a broader sense of place and activity. The environment includes individual soundscapes for the ramen bar, convenience store, karaoke bar and vending machines, alongside smaller details such as bottles being opened and other sounds of activity throughout the town.
IN-GAME AUDIO
04
Recreating a recognisable sound of the Japanese streetscape.
The pedestrian crossing signal was synthesised from scratch, recreating the characteristic electronic tone before being implemented as a spatialised environmental sound in FMOD.
SOUND DESIGN · CUBASE
The crossing tone was constructed through synthesis in Phase Plant.
FMOD IMPLEMENTATION
The finished signal was implemented in FMOD as part of the environmental audio system.
IN-GAME RESULT
BEN SANDER AUDIO