Iโve recently been mentoring some folks starting out on their audio journey. I thought Iโd share some of the most common feedback Iโve found myself giving when it comes to beginnerโs sound design showreels.
(disclaimer โ this is all my very subjective opinion. These arenโt necessarily the most important things to address, just small things that Iโve noticed across almost every showreel Iโve seen)
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1. Add more detail to ambiences
Iโve never really noticed it myself until recently but ambiences in showreels can be overlooked, The first thing I always do when making a soundscape is build up the ambiences as much as possible. Here are some tips:
Start with a stereo bed (room tone, generic wind, etc) and then layer in mono SFX for literally anything in the scene that could make noise. Some obvious ones include birds in trees, fridges, fluorescent lights โ but thereโs probably tonnes more stuff you can add sounds to.
Closed windows? Add some filtered exterior ambience leaking through. Vents and pipes? Add something flowing through them. Giant metal structure? Let it creak and resonate in the wind.
The first thing I always do when making a soundscape is build up the ambiences as much as possible
You can then set the volume, pan, and pre-pan reverb for all of these SFX to position them in the world โ making sure to automate all of those parameters based on the camera position. If itโs too busy, you can always take some of those things out later. Subtlety is key :)
Bonus points if you do some cool, game specific stuff with all of these new sounds! For example, if youโve added birds in the trees, then make sure theyโre geographically accurate to the gameโs location โ and then you can even make them fly away when the player fires a gun!
My personal aim is to make sure that the ambience is completely unique for every possible camera position in the world. Maybe itโs overkill โ but I love this kind of stuff.
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2. Beef up the Foley
Everyone includes footsteps โ but I often see other foley such as cloth movements shying away in the final mix. Own that stuff! The cloth wants to be heard. A little bit.
Foley adds so much weight and life to the characters and you can really feel it when itโs missing
The sound of jackets, zips, backpacks, accessories, etc should probably be audible with basically every movement โ ESPECIALLY whilst running. Every character has a unique outfit so itโs a fun opportunity to do a quick cosplay like them and record some Foley sounds.
Foley adds so much weight and life to the characters and you can really feel it when itโs missing. My final foley tip is that bodyfalls and impacts can probably be bigger than you think!
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3. Make some stereo SFX mono instead
Iโve noticed this a few times now where sound effects which are attached to certain things in the distance are actually using very โwideโ sounding source material. The result being it doesnโt sound like itโs positioned correctly.
Donโt be afraid to make things mono if needed. Reaper is good at making items mono in the item properties window, so Iโd recommend using this โ or even setting up a custom shortcut for it!
If you still want something to sound big and wide, but the source youโre using is a bit too โstereoโ โ then you can make the source SFX mono and add stereo reverb + stereo widening plugins afterwards โ such as Valhalla Supermassive and iZotope Ozone Imager (both free!)
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4. Add some cinematics
If youโre making a sound design showreel, you probably donโt have any music in there. Thatโs good! But sometimes these clips are calling out for a bit of non-diegetic sound to add tension, impact, oomph, etc. Thatโs where cinematic sound effects come in.
When it comes to redesigns, I like to replace anything that music would typically be doing in a scene with cinematic SFX. Say itโs a horror clip โ you can make it a lot scarier by adding metal hits, drones, and risers to emphasise all of the key story beats.
When it comes to redesigns, I like to replace anything that music would typically be doing in a scene with cinematic SFX
Theyโre also great for adding impact and excitement to any action scene. The Fast and Furious films are a gold mine for this stuff โ they may be a bit too muchโฆ but they certainly sound awesome.
5. Make your showreel shorter
Some people disagree, but I personally think that showreels should typically be short and snappy. It depends on who youโre putting your showreel in front of โ but in general, I think a showreel that is too long and slow will turn listeners away.
Personally, Iโd aim for a showreel around a minute long, and each clip within it to be below 15 seconds. Honestly, even clips which are 5 seconds long are a good idea as a little showreel-filler IMO.
I also like the idea of having a little sound effect for the start/end titles โ but it needs to be short and sweet! No matter how you edit your showreel though, try to make sure it doesnโt start with 5 seconds of silence. Unless youโre John Cage.
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6. Get feedback, but more importantly, know when to move on
I strongly recommend sharing any redesigns and showreels with friends, mentors, airwiggles.com, etc and getting feedback. Implementing and understanding external feedback is a great skill to develop.
However, my final tip is that sometimes when youโve done a few rounds of feedback and there are still things you want to change, at some point itโs best to just let go. It may be more beneficial to take all of your learnings and new skills and put them to use on something new.
This is also a great way of building up a lot of variety of clips within your showreel. Keep doing this and you should have something relevant to show for any job application that comes up.
If you got this far I hope you found it useful! By all means this isnโt a hard-and-fast list of everything you must do โ itโs just stuff that Iโve found myself repeating to several people who have been starting out. Hopefully it helps :)
And finally I just wanted to plug our new game audio social platform Airwiggles that weโre beta testing! If you have an interest in audio then you can help us by bookmarking the site and sharing some cool audio stuff.
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About Lewis Thompson:
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Lewis Thompson is a sound designer and composer who works for audio outsourcer Soundcuts, on projects such as The Quarry and As Dusk Falls. In his spare time, he is a game audio mentor and organises Guildford and Bristol based audio meetups which you can find on his twitter here.






