The LEGO Batman Movie Sound Asbjoern Andersen


The LEGO Batman Movie was a huge hit when it premiered across the world this February (it has grossed nearly $250 million worldwide to date) – and in this exclusive A Sound Effect interview, award-winning supervising sound editor and sound designer Wayne Pashley takes you behind the scenes on the sound.

Below, he shares details about how he and his team brought the animated Batman, Batman’s frenemies, and Batman’s wonderful toys to life through sound – and how that signature ‘LEGO quick brick build’ sound was created:


Interview by Jennifer Walden, images courtesy of Warner Bros. Pictures and Big Bang Sound Design





The LEGO Batman Movie - Comic-Con Trailer [HD]


The Comic-Con trailer for the LEGO Batman Movie


 
Pop culture history (and DC Comics to some degree) has given us a number of Batmans to savor. Depending on your personal taste, you might agree that those early TV series Batmans were a bit cheesy. Michael Keaton’s Batman portrayal was wonderfully salty. And that combining ‘Ben Affleck’ and ‘Batman’ was like combining oatmeal and hot sauce. But there’s one Batman against whom all future Batmans should be gauged. And that benchmark is LEGO Batman (voiced by Will Arnett). He that will only “work in black, and sometimes very very dark grey” deserves the moniker… nay, the title, of ‘Dark Knight.’

Award-winning supervising sound editor/sound designer Wayne Pashley, co-owner of Big Bang Sound Design in Sydney, Australia is one guiding force behind the sound of The LEGO Movie, and now The LEGO Batman Movie. Together with supervising dialogue editor Rick Lisle and supervising sound effects editor Fabian Sanjurjo, they built the sound of the LEGO universe brick by brick.

Here, Pashley shares details about how he and his team brought the animated Batman, Batman’s frenemies, and Batman’s wonderful toys to life through sound in The LEGO Batman Movie. Also, how they made that signature ‘LEGO quick brick build’ sound that can be heard across the spectrum of LEGO branded films, TV projects, and video games.


The LEGO Batman Sound Team

From left: Fabian Sanjurjo, Wayne Pashley and Rick Lisle from The LEGO Batman Movie sound team


 

How did you get involved with the film?

Wayne Pashley (WP): We were approached to work on The LEGO Batman Movie, because of our existing relationship with Warner Bros., having completed The LEGO Movie in 2014. We had worked with Chris McKay, Christopher Miller, Phil Lord and Dan Lin on that previous film, and this was a natural progression. We have also had a longstanding relationship with Animal Logic, the animation studio responsible for producing the amazing visuals.
 

Where did you do the sound editing on the film?

WP: Primarily the sound design was completed at Big Bang Sound Design’s studio in Sydney. I divided my time between Sydney and LA, as the mix was completed at Warner Bros Sound. During that period we also had additional sound editing happening on site at Warner Bros.
 



The LEGO Batman Movie – Extended TV Spot [HD]


The Extended TV Spot for The LEGO Batman Movie


 

Who were the members of your sound design team, and what sounds did they handle?

WP: The sound design team was made up of around 15 highly talented crew. Apart from myself as supervising sound editor/designer, I had a fantastic dialogue team headed up by supervising dialogue editor Rick Lisle, and an incredible effects team under supervising sound effects editor Fabian Sanjurjo.

I find that the best way to handle complex films like this is to assign each editor a character, or set of characters, and have them responsible for all the sounds associated with that character

I find that the best way to handle complex films like this is to assign each editor a character, or set of characters, and have them responsible for all the sounds associated with that character. For example, Fabian was responsible for all sounds associated with Batman himself – so anything that Batman did or used as a prop, fell to Fabian to create the sound for. If Batman throws a bomb, Fabian is responsible for the sound of the ensuing destruction.

We had the incredible talent of John Simpson creating the Foley, and the Oscar winning mixers at Warner Bros. Sound, Michael Semanick, Gregg Landaker, as well as Tim Le Blanc and myself pulling it all together on the sound stage.
 
[tweet_box]How sound brought the bricks to life in The LEGO Batman Movie[/tweet_box]

What were director Chris McKay’s initial concerns for sound?

WP: I wouldn’t really call them concerns, but Chris’s main objective was to differentiate between this film and The LEGO Movie.
 



The LEGO® Movie - Official Main Trailer [HD]


The trailer for the 2014 The LEGO Movie, which Wayne Pashley was also Supervising Sound Editor on


 

McKay was an editor on The LEGO Movie in 2014. Did he want to stay true to any style choices established on that film, or did he want The LEGO Batman Movie to sound different?

WP: As far as sound was concerned, Chris was determined to stay true to the realistic intent of the film. Rather than keeping the sound in the full plastic concept of LEGO, he wanted to go down the road of emulating more recent Batman movies in the style of, for example, The Dark Knight films. He wanted it to sound like an action adventure film, but incorporating LEGO characters into that real world style.

He wanted it to sound like an action adventure film, but incorporating LEGO characters into that real world style

Everything, down to the footsteps, were actual real world sounds. He was determined to move away from the concepts of The LEGO Movie, and to make this a standalone film. There were some notable exceptions, such as the vocal “pew, pew” sounds of the guns, but even these were backed up with real gun effects underneath. It’s a fine line, when you are playing for comedy.
 

There’s that great ‘quick brick build’ sound for when characters build things, which has also been used in The LEGO Movie, and LEGO games like LEGO Jurassic World, and for TV projects too, like LEGO Star Wars: The Padawan Menace. How did you guys make that sound?

WP: That sound was made by recording real LEGO Duplo bricks, plastic buckets, Tupperware, etc. — all different weights of plastic. We would then cut the Master Builder effects together as a very fast, tight sequence which we then ran through Soundtoys Tremolator plug-in, to make them even faster, and give the sound movement.

It was a device we first used on The Padawan Menace, and has since become a signature sound for the LEGO brand.


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The sound you hear in films isn’t necessarily created from its real world counterpart. But, you recorded actual LEGOs for these films? How did you use those recordings to make the sound of the LEGO universe on-screen?

WP: When we were doing the track for The LEGO Movie, we really did spend a lot of time recording LEGO, Duplo and other plastic sounds of varying weights. It’s interesting as you are trying to create the authenticity and very specific sound of the LEGO plastic, but of course on a whole different scale, as you are in the LEGO world, and at mini figure size.

If you’re seeing the building of the Batwing for example, you’re hearing real metal plate clanging on metal, but backed up with LEGO sound

On The LEGO Batman Movie, because of Chris’s concept for actuality, we had more scope to use real sound effects. He wanted the characters to be based in reality. In scenes like the Master Builder sequences, we would use a heap of LEGO sounds combined with real sounds. If you’re seeing the building of the Batwing for example, you’re hearing real metal plate clanging on metal, but backed up with LEGO sound. Or, an explosion would be a real explosion, with real and LEGO debris.
The batwing sound

Batman is known for his ‘wonderful toys.’ What were some of your favorite Batman-related sounds for this film and how were they designed?

WP: I would have to say my favorite toy is the Batwing itself. Its signature sound was built from a variety of jet engines, mixed with high speed Formula 1 cars. The interior was also a lot of fun as it was a super high tech environment, and we got to play with a lot of electronic and cockpit sounds.

We also had loads of fun being inside Batman’s cowl, getting to work with the real Siri voice, and how she sounds in his ears.
 

How about villain sounds? There were so many villains! Any villain sounds you’re particularly excited about?

WP: My favorite villain would have to have been Clayface. Who doesn’t like an excuse to play in a mud and clay pit in the name of sound recording!!?

Who doesn’t like an excuse to play in a mud and clay pit in the name of sound recording

We also had a lot of fun recording the sounds for Condiment King – yes, they were all recorded by a bunch of sound effects editors making fart noises with their mouths. Moments like that are secretly why we all got into the business!
 

What audio tools were most helpful when designing sound for LEGO Batman? Can you share specific examples of how you used them?

WP: The sound for the film was created using Avid Pro Tools. Some of the main audio tools we used were Sound Shifter, to get speed for the Bat Mobile, and also Soundtoys, particularly Crystallizer and Tremolator.

Sound Designer Wayne Pashley

Any fun field recordings for The LEGO Batman Movie?

WP: Virtually all the recording of props and LEGO bricks was done in a closed studio environment. They were recorded to Pro Tools using a combination of Neumann KMR81’s, Neumann U87’s, and a variety of contact mics.

Other real world sounds, like vehicles and aircraft, come from our own vast library, which has built up over many years and many films. We manipulated those sounds to suit this film, creating new effects.
 

Did you have a favorite scene to design? Why? How did you create it?

WP: My favorite scene to design was probably the first time you see the Bat Mobile transform into the Bat Wing. It was so important as it was a proof of concept for Chris.

Once we had captured that, we knew we were headed in the right direction for the rest of the film

He could hear that the sounds he had been wanting, as far as having Batman’s arsenal of toys anchored in the real world, were working. Once we had captured that, we knew we were headed in the right direction for the rest of the film.
 

What did the Foley team cover, and what props did they use to create Foley that fit in the LEGO universe?

WP: The Foley on The LEGO Batman Movie was treated pretty much as if all the characters were real people, so a normal foot pass was done, as well as props and cloth. The tricky part was getting the animated figure movement to feel and sound like a normal foot fall. Most of the surfaces were regular concrete or linoleum, with the exception of the walkways and computer floor areas in the Bat Cave which John [Simpson] created from various metal surfaces.

The thing that was used most for any specific plastic effect was the big bucket that held all the LEGO bricks

Very little LEGO plastic was used in the Foley room. In fact the thing that was used most for any specific plastic effect was the big bucket that held all the LEGO bricks! For the Daleks’ movement (those alien-robots from Doctor Who), John used good, old fashioned heavy duty film can boxes. He added a lot of micro detail to the main costumes, such as the Joker’s little watch chain —though we never really see it move, it just adds to his character nicely. Of course Batman has the most kit, so we over play everything he does with it. After all, he is Batman!
 

A big thanks to Wayne Pashley and team for the story behind the sound for The LEGO Batman Movie – and to Jennifer Walden for the interview!

 

 

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    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

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    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
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    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

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    Our Construction Kit includes:

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    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
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    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
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    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!

  • 344 Sound Effects proudly presents The Antiques Collection, a meticulously recorded bundle that captures the distinct, textured sounds of objects from a bygone era. The sonic qualities of antique items can be elusive, often requiring specific techniques and a variety of recordings to faithfully reproduce their authentic character. With this collection, our in-house team has delivered a suite of high quality recordings designed to bring depth, age, and historical richness to your projects.

    The Antiques Collection features a thoughtfully curated selection of objects, sourced over several years through trusted auctioneers across the UK, and a dedicated independent antiques dealer based in our home city of Manchester, the birthplace of the Industrial Revolution.

    This bundle contains recordings of antiques such as mechanical typewriters, rotary telephones, vintage bottles, dusty books, old clocks, metal boxes, luggage, and antique cutlery. These aren’t just props, they’re full of tonal nuance. From the weighty click of typewriter keys to the gentle clink of glass bottles, every sound has been captured with precision and care to highlight the tactile, resonant qualities that only age and craftsmanship can produce.

    Each recording in this bundle was performed and captured under controlled studio conditions, meticulously tested across a variety of surfaces and materials to ensure realism, clarity, warmth, and sonic consistency. You’ll hear the weighty thud of vintage luggage being set down, the crisp ticks of antique wooden clocks, the textured rustle of pages in a well-worn book, and the delicate clink of aged cutlery against a handcrafted oak table. Whether you’re designing sound for period films, historical documentaries, games, or audio dramas, this bundle provides an immediate and authentic solution, saving you the time and effort of sourcing rare items yourself.

    With over 700 files and 2.8GB, 24bit, 96kHz, of professionally captured antique recordings, this bundle offers a comprehensive library of unique, characterful sounds, making it your go-to resource for adding genuine vintage detail and historical depth to any audio project.

  • Explore the essence of Earth’s raw energy through Elements Enhanced, the latest sound effects library from 344 Audio. This collection captures the core forces of the natural world, offering creatives a rich variety of recorded and designed sound effects to elevate their projects and spark new levels of inspiration.

    This is not a weather library, it’s something  elemental, immersive, and designed to capture the raw forces of nature in their most creative and cinematic form.

    Over an extended period, our expert team at 344SFX has meticulously synthesized, recorded, and shaped sounds drawn from the earth’s most formidable elements, delivering a bundle that puts the raw power of nature at your command. We braved the elements, so you don’t have to.

    This bundle includes an array of elemental textures, from designed air thrusts and sweeping pass-bys to electromagnetic ambiences, glitches, movements, and surging currents. Hear fire in all its forms: from subtle crackles and sharp pops to roaring flames and bubbling geothermal lava flows. Shape scenes with intricate leaf rustles, foliage movements, and glass impacts, scratches, and shatters. Add depth with designed liquid bubbles, splashes, whooshes, and surreal ambiences. Embrace the grounded weight of wooden impacts, gritty rock movements, and shifting dirt layers. This library offers the tools to craft immersive environments, heighten dramatic moments, maintain realism, and bring elemental forces to life across film, TV, games, and beyond.

    Inside, you’ll find a blend of pristine natural recordings and imaginative, expertly designed assets from our in-house audio artisans — making this library suitable for a wide range of film, television, and video game genres.

    With over 1900+ sound effects, each embedded with UCS metadata and delivered in both 24-bit / 96kHz and 192kHzElements Enhanced is your toolkit for elemental sonic storytelling.

  • Ignite your creativity with The Low Frequency Designed bundle from 344 Audio.

    Transform your projects by adding sweeteners and additional depth, to designing natural disasters, explosions, creature sounds, sci-fi drones, vehicle effects, and more. This library empowers sound designers by offering a variety of low-frequency effects that bring richness, depth, and body to any mix, sparking creativity and elevating your projects. Subsonic sounds can be notoriously difficult to record and edit, but our expert audio team has handled all the heavy lifting for you, delivering pristine, ready-to-use files. Beyond film post-production and game sound, this collection is also incredibly useful for music producers and composers seeking to enhance their tracks with powerful low-end elements.

    This sound library contains over 1,500 sounds embedded in UCS metadata. P.S. Don’t forget to turn down your speakers, the audio preview may cause neighbor complaints.


   

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