hitman sound design Asbjoern Andersen


HITMAN is a long-running stealth series created by IO Interactive. The series has sold millions of copies over the years, and has recently moved into an episodic release format, to much critical acclaim.

I got the the chance to speak with HITMAN audio designer Bjørn Jacobsen, about the creative process behind the audio for the game, his favorite sounds in the series – and his essential sound design tools:



 



HITMAN - Season Premiere Trailer | PS4


 

Hi Bjørn, what’s your overall vision for the sound of the HITMAN series? And what are some of the most challenging sounds to get right?

The overall sound vision for HITMAN is to support the visuals and overall well-played experience of the game. We’re taking a much more natural and realistic-sounding approach to the soundscape than that of its predecessor, HITMAN Absolution. When working on a heavily processed or an almost-not-processed soundscape, the size of issues at hand are the same. They may be different because of the type of sound you want to achieve, but the amount of issues are the same. Getting something to sound realistic and natural is neither easier nor harder to do – it’s just different. One of our greatest challenges is to get the overall soundscape of a location to be true to the visuals.

Getting something to sound realistic and natural is neither easier nor harder to do – it’s just different

In particular here in episode two, Sapienza, where the player moves from an open, outside-location in a typical Mediterranean Italian town, to indoor mansions, cliffs and a large cave with a bio lab inside. The feeling must be right and sound like you are actually there when walking down the streets and alleys of the town – while during the mission, the player will also enter the mansion and its various rooms and basement, along with the (almost sci-fi style) giant field lab in the cave.

The challenge is to get the transition from place to place right and each place to sound just right once you are there.
 

Has moving into the episodic format of the series changed anything in your approach to the sound design?

Yes, and no. When working on a “normal” game which goes from pre-production, into production and post-production until final release, you may experience that there is more or less to do in certain periods, as sound design can often be blocked from production by other factors in the pipeline. However, when working on an episodic game or any other game that has a constant release plan (like EVE Online, which I used to work on), you constantly move between pre, post and production, so the lines between them get blurred out.

It gives you more to do on average, I think, but it also gets rid of the more extreme crunching periods. So yes, something is different, but no you don’t really feel it in your everyday cycle of work.



Hitman Official Episode 2: Sapienza Launch Trailer


The launch trailer for HITMAN episode 2: Sapienza


 

You’ve just released HITMAN Episode 2 – could you share the story behind the sound design and sound workflow for that one?

Episode two, Sapienza, takes place in a fictional town by the same name, right off the western coast of Italy. The town is also the location of the Caruso family, whose family head, Silvio, is running a series of genetic experiments from his Mansion in the centre of town.

The sound design story here is to make sure that the town sounds like a town off the coast of Italy. We have quite an extensive list of videos, photos and drawings to get inspiration from, and the sound design as a whole is about making sure that the player goes from the most ordinary and simple outdoor feeling of a warm summer day to a hectic sci-fi experience in the laboratory while trying to corrupt the research of the main target.

I was the track owner of Sapienza, so most of the level is set up by me and most of the ambient sounds there are done by me. It was a great level to set up, so many challenges and different locations in one level, and with the help from the rest of the team I think we really pulled off a nice sounding level here.

The workflow of the level was first to get an overview of the entire thing, as it is quite a big level, then add the basics of sounds to it and then on the flow approach, each section of the level to make sure that it sounded right.

For this particular level we spent a lot of time getting the feeling of warmth right

For this particular level we spent a lot of time getting the feeling of warmth right, especially when on the Mansion grounds. Most of the cicadas there are heavily filtered sounds and nicely modulated sounds of a lot of other things than cicadas and you really get the sense of the warm air and the coastal location right there.

I also did quite a bit of room recordings during my holiday in New York City, which is the majority of the rooms in the Mansion and also spent quite a long time mixing distant waves and coastline recordings to get them just right when navigating the town areas close to the sea.


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    The Extreme Drift SFX library includes 360 HQ (24bit/96kHz) close and distant range perspective, auto racing recordings. Audio material of vehicles, drifting and maneuvering around race tracks at various speeds and densities taking corners and speeding on long straightaways.

    You will find idle engine sounds, powerful engine revs, slow and fast starts, crazy accelerations and wild breaking, roaring overtakings, tandem battles, tire screeches and skids echoing beautifully in the air. The audio found in our library is not limited to startups, shutdowns and gear shifts, but also offers ambiences of pit lane and working team crews.

  • Mechanical Sound Effects Old Engines Grab Bag Play Track 486 sounds included, 265 mins total $129

    “Old Engines Grab Bag” is a pack of numerous old, unique and characterful engines from early 1900s. It’s a massive collection of 56GB multitrack 192kHz recordings of old tractors and stationary engines, both diesel and gasoline fueled.

    The intention wasn’t to cover vehicles driving, but to get isolated and very closely recorded mechanical elements of engines and exhaust pipes as a source material for sound design. There are many starts, idles, revs, offs, RPMs variations, backfires etc. Some are heavy and large sounding, some are small and funny. Tractors were captured EXT and most of stationary engines INT, but since they are very closely recorded there is just a little amount of reverb on most of them.

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    WHAT’S INSIDE?

    Delve into the authentic sounds of Asia with our comprehensive library, featuring a diverse array of audio assets meticulously tailored for the most beloved Asian gambling games, including:

    🀄 Mahjong: Experience the timeless allure of this classic game with custom tile sounds, winning effects, and atmospheric background music that perfectly captures the essence of traditional gameplay.

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    ASIAN GAMBLING GAMES at a Glance:

    • 380 Audio Files (190 original sounds) in High-Quality WAV and MP3 formats
    • Sound Effects and Foley Recordings for every table and machine game mentioned
    • Background Environment Loops, short Music Jingles, and Loops included
    • Ready to use – no editing or splicing required
    • Categorized, organized, and individually labeled files for maximum efficiency
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    • Drag and Drop Ready Files for seamless integration into your projects!
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    With over 1000 games worth of experience in audio production and a passion for gaming, we understand the importance of high-quality audio in creating immersive experiences. Our library is curated to ensure every sound is top-notch, allowing you to focus on creating unforgettable games that keep players coming back for more.



    READY TO ELEVATE YOUR GAMING PROJECTS TO NEW HEIGHTS?

    DON’T DELAY – DOWNLOAD NOW AND IMMERSE YOUR PLAYERS IN THE ULTIMATE ASIAN GAMBLING EXPERIENCE!

     

     

    Need more card, dice, chip, and coin sounds? Looking for additional table game sounds or Asian casino music? Explore our related products below:

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One great effect for Sapienza in particular is the change from an indoors to outdoors experience. When in a windy area of the level, we made a small system which has divided the wind sounds into small grains of wind, combined with a layer of distorting wind directly into the microphone. This was done to really empathize the fact that the player just moved from the calm indoors to the windy outdoors. Also, when moving from a secluded area of a cave or along a wall into a more open area of the level, where wind would come in stronger, this really helped to get the feeling of the Cliffside and the top of the church towers just right.
 

With such a long-running franchise, do you have a large arsenal of sounds to draw from, or are you continuously recording and designing new material?

We have quite an extensively-sized library, which we also use quite a bit, but we also constantly feed it with new material that we acquire in various ways.
I’m going on vacation to Malta soon and that will most likely result in several recordings of rooms, pool areas, small shops, populated streets, deserted places, ceiling fans, cooking, birds, insects, cats, dogs, beaches and more.

So the library is constantly being fed with new material that we share in between us and use as a department.
 

Meet the sound team behind HITMAN:

“Our sound team is a small, but strong and confident, group of sound designers, which consists of a lead sound designer, Frank Lindeskov, and a senior sound designer, Jonas Breum Jensen, as the leading parts of the team. Two regular sound designers, Oliver Harrison and me, and a junior sound designer, Henriette Lonn Jenssen.

Henriette and I went to school together, at the Royal Academy of Music in Aarhus with a BA. in Electronic Music Composition, and Jonas, Henriette and I also have the same MSc. in Audio Design from Aarhus University, but not from the same year.
Oliver is a BA. In Creative Music Technology from Bath Spa University, while Frank, our lead, is from a different background in TV and Radio production. We also have a dedicated audio programmer, Stepan Boev.

This gives us a very strong approach to game audio, from the very experienced audio designer to the brand-new

Our video game audio experience is quite different from one another. Oliver has previously worked in England and Sweden on games such as DJ Hero, The Division, Far Cry 3 and more.

Jonas and Frank have been with IO for many years and worked on the previous games here HITMAN Absolution, Kane and Lynch and more.

Henriette joined as an intern and is now our junior sound designer, and my own background is from various smaller games and a few years in Iceland working on EVE Online and EVE: Valkyrie. This gives us a very strong approach to game audio, from the very experienced audio designer to the brand-new and various different creative approaches to solutions of issues.”

 

What are some of your essential tools when it comes to sound design?

Your ears and your ideas. Knowledge and experience is key and vital to getting to the correct result fast, and hopefully on the very first try. School and classic education is one thing, but knowing how to create something – and how to create it fast with what you have – is the most important thing I can imagine.

School and classic education is one thing, but knowing how to create something – and how to create it fast with what you have – is the most important thing I can imagine

Technically, there is a bunch of software and hardware that is also essential, but those are merely tools that act on your command. Without the ideas of what to command it to do, and without the ears to determine if you are going in the right direction, the software and hardware tools are nothing.

Personally, I use Cubase and Wavelab as my favourite tools of creation, as for a “realistic” and natural sounding game like HITMAN, I spend a lot of time mixing and getting “natural” sounds just right. (Remember what I just said about cicadas? The cicadas are actually a microwave electrical wave pitched down)

Therefore Cubase and Wavelab get the job done on the most part of this, but it was different when I was working on Sci-Fi MMO’s as I did in the past. Here, nothing was natural and most of my time would be spent in max/MSP environments and with weird hardware patch setups to get the noises right. It’s same same but different, really.
 

From a sound perspective, what are some of your favorite moments in the HITMAN series? And anything in particular to listen for in episode 2?

There is quite a few moments in HITMAN that are worth mentioning – most of them have not been revealed, though, so I cannot speak of them just yet. But in Episode Two there are several moments worth experiencing, as walking around the town and visiting the café can be quite a soothing experience, even without thinking of the murder you are about to do as you approach your target.

Just think of a jacket, a microphone and me looking weird while trying to get the breathing right!

Episode two also contains a very nice smothering sequence with a pillow and a nasty scientist with bad thoughts underneath… who deserves to be smothered more than Joffrey Baratheon! It’s quite satisfying, and when you hear it – just think of a jacket, a microphone and me looking weird while trying to get the breathing right!

My favourite moments in HITMAN are all the situations where it is possible to just walk around and enjoy a level and its audio soundscape and scenery, without the constant fear of being detected or actually playing the game. The Paris level and just walking around, the very accurate feeling of the fashion show, and the feeling of being among the rich and famous at such a party, and the Sapienza level. And, really, just listening to the birds, the wind and the overall soundscape of the level. Those are really the best moments of the game.. well, those, and when you kill your target and hear the high-score counter tick in!

 

Please share this:


 

A big thanks to Bjørn Jacobsen for this look behind the scenes on the sound for HITMAN. Follow Bjørn on Twitter here, and learn more about HITMAN here.


 
 
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  • Car Sound Effects Extreme Drift Play Track 360 sounds included, 220 mins total $49

    The Extreme Drift SFX library includes 360 HQ (24bit/96kHz) close and distant range perspective, auto racing recordings. Audio material of vehicles, drifting and maneuvering around race tracks at various speeds and densities taking corners and speeding on long straightaways.

    You will find idle engine sounds, powerful engine revs, slow and fast starts, crazy accelerations and wild breaking, roaring overtakings, tandem battles, tire screeches and skids echoing beautifully in the air. The audio found in our library is not limited to startups, shutdowns and gear shifts, but also offers ambiences of pit lane and working team crews.

  • Mechanical Sound Effects Old Engines Grab Bag Play Track 486 sounds included, 265 mins total $129

    “Old Engines Grab Bag” is a pack of numerous old, unique and characterful engines from early 1900s. It’s a massive collection of 56GB multitrack 192kHz recordings of old tractors and stationary engines, both diesel and gasoline fueled.

    The intention wasn’t to cover vehicles driving, but to get isolated and very closely recorded mechanical elements of engines and exhaust pipes as a source material for sound design. There are many starts, idles, revs, offs, RPMs variations, backfires etc. Some are heavy and large sounding, some are small and funny. Tractors were captured EXT and most of stationary engines INT, but since they are very closely recorded there is just a little amount of reverb on most of them.

    Most of engines are 1 or 2 cylinders and low horse power and their RPMs are also low. Thanks to this, many of those sounds aren’t tonal and can easily be used as additional layer with other design elements. They work great for adding vintage character, designing junky or funny vehicles, crazy huge steampunk machines or engines malfunction.

    Sounds were recorded using multi-mic setup: Sanken CO-100k (most of the time pointing mechanical parts), Sennheiser MKH-8060 (mainly for isolated exhaust pipe), Schoeps CMC6XT mk41/mk8 (general image) and part also with Trance Audio Inducer contact mics (adding unique mechanical perspective).

    The library is delivered as multitrack 192kHz files, as well as stereo mix of all microphones. Thanks to using microphones with extended frequency range, drastic pitch changes can be applied.
    All files have extensive metadata created in Soundminer, including leg picker with microphone labels.

    Demo files include pitched sounds, which are not delivered with library.

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    Feedback sounds

    Gaming and interactive content rely on sound to give feedback for actions and information. This casual games sound effects library was curated to give everything you need to build a positive and easy-going sonic base for your UI. From the excitement of discovering new game levels to achieving major milestones, these sounds transform user interactions into fun, memorable moments and keep audiences eager for more.

    From arcade to how-to
    With sounds that span from quirky and playful to neatly informative, CASUAL UI is a treasure trove designed to meet diverse creative needs – from positive videos to explainer content, and more – making it an indispensable tool in any content creator’s arsenal.

    INCLUDED SOUNDS – KEYWORDS
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  • Embark on an auditory journey into the heart of Asian gambling with our meticulously crafted collection of royalty-free music and sound effects. Immerse your players in a world of captivating audio that’ll leave them craving more!

     

    WHAT’S INSIDE?

    Delve into the authentic sounds of Asia with our comprehensive library, featuring a diverse array of audio assets meticulously tailored for the most beloved Asian gambling games, including:

    🀄 Mahjong: Experience the timeless allure of this classic game with custom tile sounds, winning effects, and atmospheric background music that perfectly captures the essence of traditional gameplay.

    🎰 Pachinko: Feel the electric buzz of the arcade with dynamic sound effects that bring the thrill of pachinko machines to life. From bouncing balls to jackpot celebrations, our library has it all!

    🃏 Baccarat: Immerse yourself in the sophistication of the casino floor with elegant card shuffling, dealing, and winning effects that add an extra layer of excitement to every hand.

    But wait, there’s more! Our library also includes audio assets perfect for other popular Asian gambling games such as SIC BO, TAI SAI, FAN-TAN, DRAGON TIGER, CHO-HAN, KENO, PAI GOW POKER, and many more. Plus, enjoy a selection of card, dice, and poker chip sounds, as well as win jingles and music loops – complimentary gifts from some of our related products!


    ASIAN GAMBLING GAMES at a Glance:

    • 380 Audio Files (190 original sounds) in High-Quality WAV and MP3 formats
    • Sound Effects and Foley Recordings for every table and machine game mentioned
    • Background Environment Loops, short Music Jingles, and Loops included
    • Ready to use – no editing or splicing required
    • Categorized, organized, and individually labeled files for maximum efficiency
    • Unpacked Size: 161 MB | Total Run Time: 23m 48s
    • Drag and Drop Ready Files for seamless integration into your projects!
    • FREE Updates to higher versions, FOREVER!

     


    With over 1000 games worth of experience in audio production and a passion for gaming, we understand the importance of high-quality audio in creating immersive experiences. Our library is curated to ensure every sound is top-notch, allowing you to focus on creating unforgettable games that keep players coming back for more.



    READY TO ELEVATE YOUR GAMING PROJECTS TO NEW HEIGHTS?

    DON’T DELAY – DOWNLOAD NOW AND IMMERSE YOUR PLAYERS IN THE ULTIMATE ASIAN GAMBLING EXPERIENCE!

     

     

    Need more card, dice, chip, and coin sounds? Looking for additional table game sounds or Asian casino music? Explore our related products below:

    👉 Cards, Chips, and Dice Sound Effects with Dealer Voiceovers
    👉 Scratch Card Sound Effects and Music
    👉 Roulette Sound Effects with Dealer Voiceovers
    👉 Slots of Asia: China and Japan
    👉 Progressive Slots and Classic Fruit Machines

    GRAB YOURS NOW AND LET THE SOUNDS OF ASIA INSPIRE YOUR NEXT GAMING MASTERPIECE!

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    OFF
  • Royal Cannon is a mini sound library created by sound designer Barney Oram. It features recordings of a British royal cannon salute, fired by six WW1 field guns in February of 2020, to mark the 68th anniversary of Queen Elizabeth II’s accession to the throne. All sounds in the library are contained within one single 192kHz 24bit WAV file, with 23 individual takes contained within.

    These recordings were made using the Neumann 191, and have been decoded into a stereo file. The recordings have had some light cleanup but have been left mostly natural, with the sounds of the soldiers shouting and reloading the guns still audible.

    This library includes detailed SoundMiner metadata and utilizes the UCS system for ease of integration into your library.

    Behind the Scenes Video:


    Royal Cannon


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  • Over 375 sounds of creaking materials, including breaking cables, ropes under tension and about to split, wires and strings under stress, metal friction causing tension. Recorded with a combination of Sanken CO100K and Nevaton microphones for full frequency sound content. Saved as 192KHz these files allow for high resolution editing. Useful for impact sounds in cinema, games or documentary, but also for cartoon sounds or even creature sounds as many of the recordings contain vowel-like screeching and scraping.

    Imagine a scene where a rope is about to break over an edge, an object being torn by a huge cable, a wooden structure about to collapse under stress and so on… Our brain is triggered by those rattling sounds or spine-breaking cracks coming from little fibers being split apart, parts of the structure creaking, wires scraping over edges…

    These sounds can be perceived as delicate but have a great psychological impact as we interpret these and know what is about to happen. So suspense is built with both background and close-up sounds. Useful when building tension, when creating a sense of upcoming climax, these sonic elements will work out to amplify the details that are often important but not always visible for the eye.

    All the source material and recording are acoustic, there are no digital effects applied. This guarantees natural organic harmonics, even way beyond our hearing. Pitching down the 192 KHz files will let you discover another collection of sounds!

     

  • This pack includes 13 magic sounds, including fireball, water, lightning, curse and healing spells. Elevate your game’s enchanting atmosphere instantly with this expertly crafted sound collection.

    30 %
    OFF

   

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