Winnie The Pooh horror film sound effects Asbjoern Andersen


Author A. A. Milne's beloved children's book bear Winnie-the-Pooh has taken on a new persona: cold-hearted killer. Since the character is now part of the public domain, director/writer Rhys Frake-Waterfield saw his opportunity to tell a very different story set in Hundred Acre Wood.

His horror film Winnie-the-Pooh: Blood and Honey – in select theaters – catches up with a grown-up Christopher Robin, who went off to college and abandoned his long-time woodland pals. Left to fend for themselves, Pooh and Piglet have gone feral, as Christopher finds out upon his return to the woods.

Here, supervising sound designer Ryan Hatton talks about creating creepy, uninviting ambience for Pooh's stomping ground, how he created some of the film's gory scenes, how he used sound as a cost-effective storytelling tool for the low-budget film, how they made the mix more impactful, and much more!


Interview by Jennifer Walden, photos courtesy of Altitude Film
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What happens to a child’s favorite toys when the child grows up? Pixar answered this question with their animated Toy Story film franchise in which the toys accept their fate as forgotten playthings. They don’t begrudge their growing child’s changing tastes in pastimes and entertainment. They just try to stay together and away from the landfill. But Director/Writer Rhys Frake-Waterfield came up with a darker answer to this question in his film Winnie-the-Pooh: Blood and Honey. When Christopher Robin leaves for college, he leaves behind his forest friends in the Hundred Acre Wood. Pooh, Piglet, Eeyore, Rabbit, and Owl have to fend for themselves, and they don’t fare so well. Driven by feelings of extreme hunger and revenge for their former caretaker and friend Christopher Robin, they go feral. The Hundred Acre Wood is no longer safe for humans.

Here, supervising sound designer Ryan Hatton talks about creating a nightmare realm for the Hundred Acre Wood using the woods near his studio for inspiration, how he created the signature sound for Pooh using foot stomps in the LFE channel and animal vocals manipulated via Krotos Dehumaniser, what went into the sound of specific gory-heavy moments, how they got the most out of the mix by working with dynamics, and much more!



WINNIE-THE-POOH: BLOOD AND HONEY (2023) | Official Trailer | Altitude Films


WINNIE-THE-POOH: BLOOD AND HONEY (2023) | Official Trailer | Altitude Films

When did you get involved with Winnie-the-Pooh: Blood and Honey? And what were director Rhys Frake-Waterfield’s goals for sound on the film? Was there a certain scene or specific sound that he wanted you to tackle first?

WinnieThePooh_sound-01

Supervising sound designer Ryan Hatton

Ryan Hatton (RH): As we approached the summer of 2022, I became involved with Blood and Honey. May/June 2022 I was actually away on vacation when I heard the news that the film had become viral; the excitement from this immediately brought on a wave of ideas to include within the project.

We discussed which direction to take the sound for Blood and Honey. This began by agreeing on wanting the soundscape to be very visceral and overstated for the gore elements, rather than realistic and understated. Our inspiration really drew from films such as The Texas Chainsaw Massacre and Scream.

There was also a conversation regarding comedic elements of the film: do we accentuate any sounds to provoke humor? Or do we avoid that altogether and really push the violence?

There is one scene in particular where Pooh is torturing one of the women in the film, ending with him slapping her as the screen fades to black. Rhys was curious to know how it would sound if we were to include some more comedic slap sounds. Whilst we had a chuckle in the studio watching it back, we decided that highlighting the humor too much could affect the audience’s immersion and so we decided to stick with visceral and violent.

We wanted to really push the shock factor. The humor in itself is what you see on the big screen — Pooh and Piglet roaming around hacking and slashing. It’s so ridiculous and fun!

 

WinnieThePooh_sound-05

What went into the sound of the Hundred Acre Wood? Did you capture any custom ambiences to use in the film? Were there any helpful sound libraries that provided interesting raw sounds that you could craft into the sound of this fictional location?

RH: We decided early on that Hundred Acre Wood would have an eerie silence, with no wildlife, as we wanted to convey a dark and desolate ambience when deep within the woods, near Pooh’s home.

I’m very lucky that my studio is surrounded by lots of woodland, which gave me the opportunity to…listen to sounds to incorporate into the film.

I’m very lucky that my studio is surrounded by lots of woodland, which gave me the opportunity to really take in the ambiences and listen to sounds to incorporate into the film.

There is actually a really cool shot where the camera slowly moves into the woods and we wanted to have the sound follow the camera movement whereby wood creaks, cracks, and some tree top movements pan from front to back, through the surrounds, drawing the audience in with both visuals and sound.

 

WinnieThePooh_sound-06

What went into the sounds for Winnie-the-Pooh? What were some of his key foley sounds? What about his vocalizations/vocal processing?

RH: We wanted Winnie-the-Pooh to sound very heavy with his footsteps. One example of this is during the scene where Christopher and Mary are hiding in Pooh’s cabin. Pooh enters and slowly walks into frame and you can hear heavy thuds on old creaky floorboards, with small intricate creaks and stresses. We wanted this to sound very menacing as this is the first time you see Pooh and I worked very closely with the extremely talented Andrew Scott Bell, who composed the score for Blood and Honey, and he pulled back the music to allow the footsteps to drive the intensity of this scene.

The majority of the chase scenes were in woodland or on grass so I layered the low stomps, which were sent to the LFE channel…

This is also similar to the chase scenes; Rhys wanted Pooh’s footsteps to have a really deep stomp which kept a rhythm every time he was on screen. The majority of the chase scenes were in woodland or on grass so I layered the low stomps, which were sent to the LFE channel (this really boomed at the theatre) alongside some grassy layers.

When discussing how Pooh was going to sound, we knew that he wasn’t going to be much of a conversationalist, so it became clear that animalistic sounds were to be explored. There are some amazing national park libraries online that have all sorts of beastly sounds, such as bears and bison, which I used to craft Pooh’s sound. This was mostly manipulated using Krotos Dehumaniser, with the addition of more layered organic sounds.

 

WinnieThePooh_sound-07

Did you have any favorite scene(s) for sound? What went into it sound-wise?

RH: The most enjoyable scene I worked on was the ‘Killbilly’ scene. This is the scene where the girls run into the group of guys after being chased by Pooh. This scene was actually the first scene I worked on and I wanted this to set the soundscape for the rest of the film.

…there are lots of dead wood creaks and stresses along with some cold wind nicely layered underneath.

Within this scene, I started off with creating the signature Hundred Acre Wood ambience, so there are lots of dead wood creaks and stresses along with some cold wind nicely layered underneath.

The scene gradually escalated into a full-on brawl, in which each member of the ‘Killbilly’ squad has their own signature weapon, ranging from a crowbar to a sledgehammer and fists! (Not sure that’s going to work against ol’ Pooh Bear!) This section was particularly enjoyable as it was great experimenting with various metallic impact sounds of each weapon and also layering various gore sounds! We wanted these to hit very hard in the theatre, so a lot of attention was given to balance out the punch of the impacts as well as the bone cracks and fleshy impacts.


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Another fun part of this scene is when one of the squad, played by the incredible Marcus Massey, smashes a glass bottle over Pooh’s head. This shot takes place in slow motion and this really gave me a lot of creative freedom to explore some interesting sounds which could sound great in a theatre! I shamelessly used a sub drop on the smash as well as playing around with reverb and glass particles which were sent across the surround field.

 

WinnieThePooh_sound-08

I read about a scene in which Christopher is being held prisoner by Pooh, who brutally whips him with Eeyore’s detached tail… Sounds like that was a fun moment for sound! Can you talk about what went into that scene sound-wise?

RH: Okay I have to admit, this is a brutal scene. So this scene takes place in a dark, cold, and creepy cabin. We had a lot of fun with layering in industrial-type ambiences, metal creaks/rusty hooks, water-dripping sounds, and subtle light flickers. There is honestly so much just in the BG’s alone!

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WinnieThePooh_sound-09

Did you have a favorite single sound that you created for the film? What was it and what went into it?

RH: I had a lot of fun with so many sounds, but one that has always stood out to me, in particular, is one of the death scenes (I won’t give away who). So Pooh pushes one of the women against a wooden beam and lifts her by her throat and proceeds to slowly impale her with a machete…through her mouth!

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It was amazing to hear this scene in the theatre and to hear the reactions of the audience being audibly disgusted — that way I know I’ve done my job correctly!

 

WinnieThePooh_sound-11

What were your biggest creative challenges for Winnie the Pooh: Blood and Honey? How did you tackle them, or what were the best solutions you found for overcoming these challenges?

RH: The mix!

With so many elements going into the soundscape, we really had to be mindful of each audio food group to ensure that we are communicating the director’s intentions for each scene. Our goal was to go big on the sound and to really push where we needed to, but to also bring things back down when the scene required it.

Our goal was to go big on the sound and to really push where we needed to…

This was especially the case towards the last act which has a lot of louder scenes and whilst we wanted the loud bits to be loud, we didn’t want to overwhelm the audience. Knowing when to bring it down and to control the intensity was extremely important to the mix and maintaining audience engagement.

Having the right tools in your arsenal is vital and my “desert island” plugin would always be Nugen VisLM. This was a huge part of being able to accurately monitor the mix.

 

WinnieThePooh_sound-10

This isn’t a big-budget film, and sound can add so much to the story without having to put it all on-screen. How were you able to use sound in this film to help the audience imagine the horror so that the director didn’t have to show everything? (Or, how did you use sound to help heighten the tension or horror that wasn’t unfolding on-screen?)

RH: I was extremely lucky to have worked with Andrew Scott Bell, who composed the score for Blood and Honey. We worked very closely to ensure that we weren’t stepping on each other’s toes and to allow each of our respective sounds and music to tell the story for any particular scene. Andrew has an incredible skill for horror and his collection of sounds within the score (that weren’t musical notes) really helped elevate the soundscape.

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I used a lot of LFE sounds such as rumbles and pulses to push the intensity of scenes where there is less action and more dialogue. It was important to get the LFE balance just right so that it doesn’t distract the audience from the dialogue but was just enough so there was something jarring and uneasy going on below the surface. This really helps set the tone and doesn’t allow the audience to get completely comfortable, even when Pooh isn’t in the scene.


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    Gear Used: Sound Devices MixPre-6 II, Sennheiser MKH 8050, Sanken CO-100K, Tascam Portacapture X8, Geofon

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Need specific sound effects? Try a search below:


Background sounds were also imperative for the story. Smaller budgets might not necessarily allow for extravagant backdrops so we really needed to tell those stories using sound. There is a scene where Piglet is riding a contraption similar to a bicycle, to generate electricity. We came up with all kinds of sounds to layer in the background to give an industrial feel as if the heart of Pooh and Piglet’s lair is beating and coming alive.

 

WinnieThePooh_sound-12

How was working on Winnie-the-Pooh: Blood and Honey a unique experience for you? What have you learned while working on this film that has changed or expanded your views on the use of sound in filmmaking?

RH: Working on Winnie-the-Pooh: Blood and Honey has been an absolutely incredible experience. The concept alone was enough to flood my mind with ideas for where we could take this ‘little yellow bear’ and to see what reactions we get!

Having the opportunity to mix a film like this for theatres was one of the most fun experiences I’ve had on any project.

Having the opportunity to mix a film like this for theatres was one of the most fun experiences I’ve had on any project. Whilst a theatrical mix is no walk in the park, it was great to hear the sound in all its detailed glory.

I was very fortunate to be able to mix Blood and Honey at my old university, Buckinghamshire New University (BNU). It was so lovely to return to where I first learned about sound.

It’s also been a privilege to work alongside such passionate filmmakers who bring in their own influences, ideas, and inspirations. This greatly expanded my knowledge of not only the horror genre but also in regards to using sound as a tool to help with storytelling.

 

A big thanks to Ryan Hatton for giving us a behind-the-scenes look at the sound of Winnie-the-Pooh: Blood and Honey and to Jennifer Walden for the interview!

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Seismic Core is a modern sound effects library crafted to give your sound design its defining foundation. Every element in this collection is built for layering. Designed not to dominate, but to enhance, shape, and energize your creations. Whether you’re working on cinematic hits, trailers, motion design, game audio, or abstract sonic branding, Seismic Core delivers the essential low-end weight, transient snap, and textured grit that bring your designs to life.

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    * Also including HEAVY & SUB variants

    Build with it. Layer on top of it. Drop the anchor. Feel the quake. Design from the core.

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  • Cinematic & Trailer Sound Effects Spells Variations Vol 3 Play Track 247 sounds included, 16 mins total $9.35

    Spell Variations Vol. 3 brings a fresh wave of magical creativity and sonic variety. This collection dives deep into the mystical realm, offering everything from shimmering chime spells and celestial choirs, to demonic voices that feel torn from the depths of hell, along with earth-based magic, electric spells, powerful invocations, and more.

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    All sounds were recorded, edited, and mastered at 192 kHz / 24-bit, delivering high-end quality and broad adaptability. This library is perfect for professional sound designers and creators looking for high-quality, drag-and-drop magical sounds for games, trailers, animations, or any audiovisual production.

    More about the pack
    . Intuitive file naming
    . All you’ll ever need regarding magical sounds [Use them again & again
    . Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter
    campaign, wherever you need to, as much as you want to.
    . Totally mono compatibility
    . All sounds have several variations.
    . Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    . For any questions or problems: khronstudio@gmail.com

    Khron Studio - Spells Variations Vol 3
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  • 100+ Toys, 1500+ Designed Sounds – From Childhood Playthings to Cinematic Gold. TOYED has it all.

    Think You Don’t Need a Library of Toys? Think Again.

    This release might just change your mind—and blow your mind at the same time! TOYED is an exclusive sound library from the Founder of SoundMorph, Jason Cushing. With a 25-year career spanning AAA games, anime, cartoons, and film, Jason has designed for Electronic Arts, BioWare, and Epic Games, contributing to titles like the Mass Effect Trilogy, Skate Trilogy, and Unreal Engine’s weapon sound design. His deep expertise in cinematic sound design, UI creation, ambient textures, and weapons makes TOYED a versatile, high-end collection of professionally crafted sounds.
    Jason’s meticulous approach to field recording and sound selection ensures that this library isn’t just about capturing toy sounds—it’s about unlocking rich, unique sonic textures that are ideal for games, film, animation, and futuristic sound design. With contributions from longtime SoundMorph sound designers Andrew Pals, Tibo Csuko, and Vincent Fliniaux (GORE 2, WATER, Robotic Lifeforms 2), TOYED is built to deliver exceptional quality and usability across multiple production styles.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • City Life Sound Effects NSL – 60s TRAINS Play Track 51 sounds included, 100 mins total $15

    This Sound-Pack features a diversity of 51 Punctual Sounds, including Train Pass by, Onboard High Speed Rolling, Raw Metal Railway Sounds, Train Doors, and a lot more !

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  • The Heart Beat library is a small collection of real heart beat recordings captured using stethoscope. Featuring BPMs from 50 to 120, this library covers a range of emotional states—from calm and resting to tense and elevated.

  • Thunder Drums is a sound effects library designed to deliver powerful low-frequency impacts, rumbles, and strikes for cinematic sound design. It features non-traditional percussion instruments, including a thunder tube (spring drum), loose drumheads, and large plexiglass sheets, struck with mallets and drumsticks to produce a wide range of impacts, thunder-like rumbles, deep strikes, and heavy drum hits.

    In addition to raw recordings, the library includes designed elements enhanced with granular processing, distortion, and impulse response reverbs. Perfect for sound design in film, games, and trailers where powerful hits and low-end energy is needed.

    All sounds were captured using a Sennheiser MKH 8050 microphone and Zoom F6 recorder at 32-bit / 192kHz, and are delivered as 24-bit / 192kHz WAV files. The library includes 185 files (512 sounds), is 3.7 GB in size, and is fully UCS-compliant with embedded metadata.

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  • Surround Sound LAB Complete Collection

    Unlock the full potential of your audio projects with the Surround Sound LAB Complete Collection. This bundle offers our entire Surround Sound Lab catalog in one comprehensive, perpetual one-time subscription.

        The Ultimate Audio Resource

    Our Complete Collection is the ultimate audio resource, meticulously curated and updated with our newest releases. Deliver your best work with the most extensive collection of world-class sound effects we’ve ever offered. This flagship collection is perfect for creators, post-production professionals, video editors, game developers, and more.

    Our equipment is proudly part of Blacktone Studio team in Madrid, a studio with over 10 years of experience in sound post-production for cinema and TV.

        Exclusive Benefits

    • 🚀 Future Releases Included: Purchase once and receive all future libraries for free, directly to your inbox.
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    • 🎤 State-of-the-Art Recording and Mastering Equipment: We utilize the best recording gear available, including cutting-edge third-order microphones and the latest technologies. Your sound experiences are crafted with meticulous attention to detail, edited, and mastered in our 9.1.6 Dolby Atmos immersive mixing stage.
    • 📦 Massive Library: Over 6000 files, totaling more than 600 GB of premium audio.
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    • 📋 Detailed Metadata: Each file comes with descriptive, embedded UCS metadata. View the sound list in XLS format.
    • 💻 Flexible Delivery: Choose between download and hard drive delivery options.
    • 💰 Royalty-Free: Use all sounds without any additional fees.

     


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  • We’ve launched a new recording series focused on typewriters, and for this first volume, we’ve included four distinct models:
    Olivetti ET Personal 55
    Olivetti Lettera 31
    Olivetti Pluma 22
    Olympia SM2

    This library contains a total of 1008 high-quality audio files, and—as in all our sound libraries, each track includes multiple takes to give you flexibility and variety.
    In the preview, what you’ll hear is a combination of all microphones used simultaneously to give a full, rich perspective of each sound.

    🔊 What’s Included
    This collection captures every mechanical nuance and interaction possible from the included machines, such as:
    – Individual keystrokes for each letter, numbers, and special keys (both isolated and sequential)
    – Mechanical movements, gear shifts, and levers
    Paper roller actions
    Powering on the electronic typewriter
    Carriage movements with detailed gear and rail recordings
    – Sounds of the Olympia SM2 case being handled
    Side levers, paper insertion and release mechanisms

    We also used a Geofon contact microphone to capture internal vibrations and mechanical resonances, offering a layer of realism rarely found in typewriter recordings.

    🗂️ Well-Organized & Easy to Use
    All files are uniformly named and sorted by machine and action type, making it easy to drag, drop, and find exactly what you need in your workflow.

    🎧 Recording Approach & Equipment
    All sounds were recorded at very close range to ensure exceptional detail and clarity. The recording setup included professional-grade equipment:
    Sound Devices MixPre-6 II
    Sennheiser MKH 8050
    Sanken CO-100K
    Tascam Portacapture X8
    Geofon

    This high-fidelity setup allows you to alter pitch or stretch audio while preserving sonic integrity, making these sounds ideal for both hyper-realistic and creative sound design.

    Professional Quality Standards
    Recording resolution: Captured at 32-bit / 192 kHz, delivered at 24-bit / 192 kHz
    Editing: All files were meticulously cleaned to remove room reflections, background noise, and handling artifacts

    🎯 Ideal Applications
    Video games: Add depth and realism to vintage or stylized interfaces and props
    Film & documentaries: Use authentic machine sounds for historical accuracy or background texture
    Multimedia projects: Perfect for immersive installations, art pieces, or stylized animations

    📦 Technical Details
    Total Files: 1008
    Format: 192 kHz / 24-bit WAV
    Gear Used: Sound Devices MixPre-6 II, Sennheiser MKH 8050, Sanken CO-100K, Tascam Portacapture X8, Geofon

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