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Home Sound Effects Gritty Exterior Footsteps

Gritty Exterior Footsteps

$20

The GRITTY EXTERIOR Footsteps library offers a rich selection of textures for your foley sound design. Mainly in the forest, it also provides various fields, sand, pebble, gravel, and road surfaces.

Licensor: : DKToneworks Category: .
Type: Footstep sound effects / recordings
Specs: 1000+ sounds • 858 files • 24 Bit / 96 kHz • 497 MB • Not metatagged
Duration:
Approx. 19 minutes total
Delivery:
Instant - blazingly-fast - digital download
License type:
Royalty-free - you can select the number of users on checkout
Wishlist:  

Gritty, crisp, and real. The GRITTY EXTERIOR Footsteps library offers a rich selection of textures for your foley sound design. Mainly in the forest, it also provides various fields, sand, pebble, gravel, and road surfaces.

This library contains all sound files as original loop recordings and samples already cut into individual files. The original records are available in 96000Hz and 24Bit stereo, while the so-called “game-ready” pieces are available in 44100Hz, 16Bit in stereo, and mono.

The detailed list gives you an idea of the scope of this library. With over 850 individual .wav files, it offers a comprehensive selection of textures for layer work on your design. Or you can import the sounds directly into your game as many samples are cut, shortened, or faded. The surfaces are Tarmac, Gravel, Pebble, Grass, Tall Grass, Forest, Moss, Wooden Interior Floor, Tiles Floor, Branches, and Twigs, plus some extra samples movement through vegetations.

It was recorded as raw and left as nature is; beautifully crunchy and dirty gritty!

 

Full sound effects list for Gritty Exterior Footsteps:

View sound list

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My name is Dennis Kahl. I do sound design for video games.

I am working as Audio Director at Savage Game Design since January 2019. My daily tasks include:

  • The general Audio conception for new games.
  • Implementation of effects and configurations, voice recordings, and mastering.
  • Quality control in SFX, VFX, and music.
  • Imaginative use of audio production tools, Foley performance and capture, props, and recording technique to create high-quality content.
  • Pipeline workflow with data structure, assets and content management, formats, memory.
  • Provide strong vision and direction for the audio in the game.
  • Management of external musicians, voice actors, and advisors and the correct integration into the workflow.
  • Close collaboration with project and creative management and departments for assets, terrain, vehicle, and weapon design.
  • The fundamental conception of processes, workflow, pipelines, and audiovisual design.

I also do smaller field recordings, set cutscenes to sound and music. 

In February 2015, I graduated in Game Sound Design at the Audiocation Audio Academy in Lippstadt in Germany. I learned about using Sample-Libraries, working methods, techniques, work sequences, recordings, and settings of video sequences, layer tracks, Foley FX, and sophisticated sound samples.

In 2016 I worked with Bravo Zero One Studios in a cooperative project with Bohemia Interactive and created the Jet Sounds for the Arma 3 – Jets DLC.


 
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