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This exercise is based on a combat skill sequence from Moonlight Blade, featuring close-range sword attacks, combo strikes, area skills, long-range sword energy, and a final full-screen ability.

The main challenge was finding a balance between three parts of the game’s sound language: physical weapons, wuxia-style sword energy, and the fantasy starlight elements.

For the sword attacks, I used weapon Foley as the foundation. Different swings, blade movements, metallic friction, and impact details help define the weight, sharpness, and direction of each action. Even when the visuals become heavily stylized, I wanted the sword itself to remain present in the sound, rather than letting every attack turn into a generic magic effect.

The sword-energy layer sits on top of that physical base. I used air-cutting textures, energy movement, and broader sweeps to extend the perceived range of the weapon. Smaller attacks stay tighter and more direct, while the larger area and long-range skills use wider and denser layers to match the scale of the animation.

For the starlight elements, I used relatively dry shimmer textures. I wanted to keep the bright, sparkling quality of the visuals without adding too much reverb or a long atmospheric tail. This keeps the shimmer noticeable, but leaves enough space for the sword movement and attack transients to stay clear.

In general, I treated the three elements as having different roles: weapon Foley carries the physical action, sword energy adds power and range, and shimmer gives the skills their starlight and fantasy character. For the larger abilities, I gradually added more low-end weight, energy density, and stereo width, while keeping the same basic sound language throughout the sequence.

本次练习选取了《天涯明月刀》中的一段副本boss战斗技能展示。视频中包含多个不同规模的剑系技能,包括近距离剑招、连续攻击、范围技能、远距离剑气以及最终的全屏技能。

这次设计对我来说最重要的设计点是如何处理《天刀》这种“实体冷兵器 + 武侠剑气 + 玄幻元素(星光)”同时存在的声音。

在刀剑部分,我主要使用真实武器 Foley 作为声音主体,通过不同速度和方向的挥砍、金属摩擦与剑身动作来表现武器本身的重量、锋利度和运动轨迹。即使技能带有大量特效,我仍然保留实体刀剑的声音作为动作核心,避免技能完全听起来像魔法攻击。

剑气部分则建立在武器 Foley 之上,通过空气切割、能量运动和更宽的 Sweep 来延伸实体武器的攻击范围。近距离攻击保持短促、清晰,远距离剑气和范围技能则逐渐增加声音宽度和能量层,使声音规模能够跟随画面中的技能范围变化。

星光和玄幻元素方面,我使用了相对偏干的 Shimmer 音色,而不是带有大量混响和长尾的梦幻质感。这样既能保留星光特有的明亮、高频颗粒感,又不会让声音过度铺开,影响刀剑动作和攻击瞬态的清晰度。星光更多承担技能的“色彩”和玄幻属性,而不是成为声音主体。

整体设计上,我将三类声音的功能区分为:武器 Foley 负责动作和实体感,剑气负责力量与攻击范围,Shimmer 负责星光与玄幻色彩。 随着技能规模增加,再逐步增加能量层、低频和空间宽度,使普通剑招、范围技能和最终全屏技能之间形成明确的声音层级,同时保持整套技能统一的听觉语言。

© 2026 by Haolun Bian.

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