Sound designer Bjørn Jacobsen offers an interesting look at the sound for the critically-acclaimed HITMAN Season One. Here’s Bjørn’s introduction:
HITMAN Season One was released in 2016 from IO interactive at where I was part of the audio time during the production. In this video I’ll go over some of the audio features that I designed and created myself.
The footsteps are made in close collaboration with Henriette, our junior sound designer at the time, and she did a great job finishing all the assets needed for this.
The wind distortion system was a very simple system which would allow triggering of a sound, not only wind, when in a given situation, area or both and it had numerous properties to be set for each individual instance of it to allow full control of it’s retriggering abilities.
This video also explains a feature I made called Fake Crowd, which is a system to emulate the feeling of crowd even though the engines crowd system was not used; by calculating the amount of NPCs in a given area and create a sound being played from exactly that spot, without allowing the player to actually determine the source of the crowds talking or noise.
(Thanks to Nicolas Fournel for finding this)
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