Project name
League of Legends SFX Redesign
League of Legends SFX Redesign
Using adobe folley pack, combining different sounds to create the overall sound effect for a character's ability
Adobe Audition(Au)
12 hours in Adobe Audition
The sound effects redesigned are from the game "League of Legends", the characters were Mordekaiser (Q ability), Lillia (W ability), and Leona (W ability).
First I separate the different phases of the ability's movement, we will use Morderkaiser as our example.
He has a windup, which is the movement of bringing the weapon to the high point.
Then the swing itself, or the "swoosh" part.
The impact on the floor, or the "thud"
Finally, the retract, where he pulls the weapon to the default position
Collect the sound effects that I think I will use. Mordekaiser is made out of armor, so I needed to get heavy clanky metal sounds which is what I collected (like a gun reloading, a metal pan dragged across the floor, etc), but also impact sounds and swoosh sound (a bamboo stick getting whipped through the air, and explosions)
Time them and make sure to fill in all frequencies to get an even sound. For every part, I have added sound effects that occupy the lows, mids, and high frequencies, and made sure that there aren't any overlaps that might decrease clarity.
Extra effects such as alternating in volume, softening the beginnings and ends, and pitch shifting.
Equalizing the sounds to make sure it's not too loud or quiet, to make sure the frequencies I want to be heard are clear (which I did not do that well for the Morderkaiser impact part to be honest)
Reflection: I am proudest about the Lillia remake as it perfectly matched her mystical and forest vibe of her. Although I used to be happy with how the Mordekaiser one turned out, after equalizing the audio levels, I realized that the impact was not powerful enough, and lacked a lot of bass to sell the heaviness of the impact. The Leona one is pretty good as well, although I feel like I could have added a bit more to the start of the animation, and perhaps could've synced up the audio in the beginning a bit better