
This audio design exercise consists of two separate sections: a cinematic battlefield CG sequence and a whitebox training-ground skill showcase. Although both videos belong to the broader category of combat sound design, their design priorities are fundamentally different. The CG sequence focuses on the scale, chaos, spatial pressure, and battlefield atmosphere of a medieval European war scene, while the skill showcase emphasizes character movement, weapon trajectory, impact readability, and the clarity of skill execution.
Because of this difference, I treated the two sections with separate sound design logic rather than applying the same combat audio approach to both.
1. CG Battlefield Sound Design
The core goal of the CG section was to build a believable and immersive medieval European battlefield. The focus of the image is not only on individual character actions, but on the larger war environment surrounding them. Therefore, my sound design centered around spatial atmosphere, distance layering, and the sense of battlefield pressure.
At the environmental level, I created a large-scale battlefield ambience using distant soldiers, armor movement, weapon clashes, chaotic crowd elements, and background combat textures. These layers help establish the size and density of the battlefield. Based on the visuals, I also added battle cries and spear-throwing sounds, including air-cutting whooshes, group projectile movement, and impact layers. By placing these sounds at different distances, the spear attack feels less like a single isolated event and more like a coordinated strike spreading across the battlefield. This allows the danger to come not only from the foreground action, but also from the surrounding space.
For character and soldier movement, I used heavy armored footsteps, leather friction, metal gear rattles, and body Foley to support the physical weight of medieval soldiers. Weapon interactions between swords, spears, shields, and armor were designed with a strong emphasis on material clarity. My intention was to let the audience hear what each weapon is hitting: shield impacts are harder and more resonant, armor scrapes contain sharper metallic friction, while body hits use shorter, wetter, and more direct impact layers. This prevents every hit from becoming the same generic “impact” sound and helps preserve the danger and physicality of cold-weapon combat.
For impact feedback, I separated metal hits, shield impacts, flesh hits, blood and cutting textures, stone debris, and ground impacts into different layers. Metal sounds carry the hardness of weapons and armor; flesh and blood textures communicate the result of the strike; stone and dust elements support landings, collisions, and environmental reactions. In the mix, the distant battlefield remains active in the background, while close-range weapon clashes and impacts retain clearer transients. This creates the intended contrast: distant chaos, but foreground clarity.
My interpretation of this scene is that it needs to feel overwhelming without becoming sonically unreadable. The distant battlefield ambience should continuously create pressure, but it should not mask the foreground action. Meanwhile, close weapon impacts must remain sharp enough for the viewer to understand the material interaction. A shield hit should sound solid and hard; armor contact should have metallic scrape and resonance; flesh hits should be shorter, heavier, and wetter; stone and dust layers should support the physical reaction of the environment.
Overall, the CG sound design is not about exaggerating individual sounds. Its purpose is to build a medieval battlefield that feels spatial, material, dangerous, and alive through layered ambience, thrown weapons, heavy armor Foley, and detailed cold-weapon impact feedback.
2. Whitebox Skill Showcase Sound Design
The skill showcase takes place in a whitebox training-ground environment, so its design focus is different from the CG sequence. This section does not require a full battlefield ambience. Instead, the sound needs to make the character’s actions clear and readable: jumping, downward strikes, blocking, air slashes, power-up moments, sword rings, and the final enhanced sword swing with a white flash.
My core approach was to keep the sound close to the character and reduce background interference. The focus is placed on the speed, weight, metal response, and motion clarity of the knight’s sword.
The sound layers in this section can be divided into several categories: movement Foley, sword motion, metal feedback, landing impacts, and enhanced attack transients. Movement Foley includes footsteps, cloth movement, armor rattles, and equipment shifts, supporting the character’s body weight during jumps, landings, and recovery poses. The sword motion layer mainly consists of blade whooshes and short air-cutting elements, which define the direction and speed of each swing. The metal feedback layer includes sharp block impacts, subtle sword resonance after contact, and blade rings during repeated air swings, reinforcing the weapon’s metallic identity.
Landing and impact layers were used for downward strikes, weight shifts, and moments of force release, preventing the animation from feeling too light. For the enhanced attack and white flash moment, I added a brighter transient to highlight the visual accent and state change. However, I intentionally kept this effect within the language of medieval weapon sound design rather than turning it into a magical or wuxia-style energy effect.
My interpretation of this section is that, as a skill demonstration, the sound must be clean, precise, and highly readable. The character is using a medieval knight’s sword, so the sound should carry a moderate sense of weight and sharpness. If the sword sounds too light, it loses power; if it sounds too heavy, it becomes more like an exaggerated greatsword. During the blocking and air-swing sections, I focused more on action rhythm and metal articulation. For the enhanced swing, I used a clearer transient and controlled tail to make the action feel “activated” without breaking away from the grounded cold-weapon style.
Overall, the goal of the skill showcase is to make every action point clearly register: the body has weight, the sword has trajectory, the metal has material response, and the key moment has emphasis. Compared with the CG sequence, which focuses on battlefield scale and spatial pressure, the skill showcase is more about close-range action synchronization and accurate combat feedback.
本次音效设计包含两个部分:一段 CG 战场视频,以及一段白模训练场技能展示视频。两者虽然都属于战斗音效,但设计重点不同:CG 更强调中世纪欧洲战场的规模感、混乱感和临场氛围;技能视频则更强调角色动作、武器轨迹、命中反馈和技能释放的清晰度。因此我在声音处理上将两段内容分开设计,避免用同一种声音逻辑套用到不同画面中。
一、CG 战场音效设计
CG 部分的核心目标是建立一个完整的,真实的中世纪欧洲战场环境。画面重点不只是单个角色动作,而是战争场面本身,因此我将声音设计重点放在“空间氛围、远近层次和战场压迫感”上。
在环境层上,我加入了大规模战场 Ambience,包括远处士兵、盔甲碰撞、兵器交锋和混乱背景声,用来支撑画面的战争规模。根据画面额外增加了人物呐喊和投掷长矛的破空、群体飞行和落点冲击等声音,通过远近层次,让它听起来像是覆盖战场的一次集群攻击。这样可以让画面中的危险不只来自前景角色,也来自整个空间——突出了横向空间的感染力。
角色与士兵动作方面,我使用了重甲脚步、皮革摩擦、金属装备晃动等 Foley 声音用来支撑角色的身体重量,让人物移动具有中世纪重装士兵的重量感;剑、矛、盾牌和护甲之间的碰撞则尽量保留硬质金属的瞬态和尾音。我的想法是让观众能听出“武器打在什么东西上”:打到盾牌时更硬、更响;擦过盔甲时有金属刮擦感;刺入或砍中身体时则加入更湿、更短的肉体反馈。这样可以避免所有命中都变成同一种“砰”的声音,同时通过金属 clang、blade whoosh、shield impact 等音色表现冷兵器交锋的硬度与危险感。
命中反馈上,我将金属撞击、盾牌冲击、肉体受击、血肉切割和碎石地面冲击分开处理。金属声负责表现武器和护甲的材质,肉体与血液声负责表现攻击结果,石块和尘土声则用于补充落地、撞击和环境破坏。整体混音中,我让远处战场氛围保持在背景,近处攻击和命中保留更清晰的瞬态,从而形成“远处混乱、近处明确”的战场听感。
我对这段画面的理解,是它需要一种“远处混乱、近处明确”的听感。远处的战场氛围负责持续制造压力,不能抢走前景动作;近处的武器交锋和命中反馈则需要保留更清晰的瞬态,让观众听得出武器打在了什么材质上。比如盾牌冲击需要更硬、更响,护甲擦碰需要有金属刮擦感,肉体命中则需要更短、更湿,碎石和尘土则用于补充落地、撞击和环境受力后的反应。
整体上,CG 音效的重点不是单个声音的夸张,而是通过多层战场环境、投掷武器、重甲 Foley 和冷兵器命中反馈,建立一个有空间、有材质、有危险感的中世纪战场。
二、技能展示音效设计
技能展示视频发生在白模训练场中,因此它的设计重点和 CG 不同。这里不需要铺设完整的战场环境,而是需要让观众清楚感受到角色动作本身:起跳、下劈、格挡、空挥、强化、剑鸣以及最后带有白色闪光的强化挥剑瞬间。我的核心设计思路是让声音更靠近角色本体,减少背景干扰,把重点放在骑士剑动作的速度、重量和金属反馈上。
在音色分层上,技能部分主要分为动作 Foley、剑身运动、金属反馈、落地冲击和强化瞬态几个层次。动作 Foley 包括脚步、布料、盔甲和装备晃动,用来支撑角色起跳、落地和收势时的身体重量。剑身运动层主要由 blade whoosh 和短促的空气切割感组成,用来表现骑士剑挥动时的方向和速度。金属反馈层包括格挡时的短促金属碰撞、剑身停顿后的轻微共振,以及连续空挥后的剑鸣,用来强调剑作为金属武器的材质。落地与冲击层则用于下劈、重心落下和力量释放的瞬间,让动作不至于显得轻飘。最后,强化与白色闪光的部分使用更亮的瞬态来提示状态变化和视觉闪点,但整体仍然保持在冷兵器质感中,而不是做成魔法或武侠式能量效果。
我对这段画面的理解,是它作为一次动作展示,声音需要干净、明确、可读性强。角色使用的是一把中世纪骑士剑,声音上需要有适中的重量和锋利度:不能太轻,否则剑会失去力量;也不能太厚,否则会变成夸张的大剑。连续格挡和空挥部分,我更强调动作节奏和剑身金属感;强化后的挥剑则通过更明确的瞬态和尾音,让观众感到动作被“点亮”,但不会偏离中世纪冷兵器的整体风格。整体上,技能展示部分的声音目标是让每一个动作点都清楚成立:身体动作有重量,骑士剑挥动有轨迹,金属反馈有材质,关键瞬间有强调。相比 CG 的战场空间感,技能视频更注重近距离动作同步和声音反馈的准确性。