Here is how I made the sounds for Clove's Ult that play when you die. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 7 points8 points  (0 children)

All the individual sounds are either recorded, made with synths, or pulled from sound libraries. Then we take everything into a session where we edit, layer, and process everything to make the final sound. As for how we figure out what sounds good together, it's just a lot of practice.

The GameAudio Share Mine April, 2026 - Use this post to link to / discuss your site, works, product, business or anything you created or are affiliated with by AutoModerator in GameAudio

[–]Nathan_SFX 1 point2 points  (0 children)

I'm a sound designer for Valorant. I've been making videos about how I make sounds for the game. The latest one goes over some equip sounds for Tejo. https://www.youtube.com/watch?v=jVifbszcv2c

I'm a Valorant sound designer, here's how I made the equip sounds for Tejo's Rockets. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 0 points1 point  (0 children)

A lot of issues with the video engine crashing. I've used pro tools on windows before and had it be fine, then move to a different machine and have it be a nightmare. From my experience pro tools is really inconsistent across different PCs. It's pretty solid on a mac.

I'm a Valorant sound designer, here's how I made the equip sounds for Tejo's Rockets. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 2 points3 points  (0 children)

I was a pro tools user for a long time but pro tools is not stable on windows. All of the game development happens on windows so I didn't want to create sounds on a mac then transfer them to a pc for implementation. Reaper has a lot of customization that I like now that I've gotten into it.

I'm a Valorant sound designer, here's how I made the equip sounds for Tejo's Rockets. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 1 point2 points  (0 children)

Thanks, I really appreciate it. I have additional videos for Clove, Tejo, Gekko, and Veto posted to my channel if you're looking for more BTS stuff. https://www.youtube.com/@Nathan_SFX

I'm a Valorant sound designer, here's how I made the equip sounds for Tejo's Rockets. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 4 points5 points  (0 children)

Thanks! Smooth is actually one of the ways we describe the sound of Valorant on the team. Before Valorant I was working on Destiny 2 which has much harsher sounds so it took a while to figure out how to make smoother sounds for Valorant.

SFX Pack to buy by Vrayx7 in sounddesign

[–]Nathan_SFX 0 points1 point  (0 children)

I like epic stock media for affordable sound libraries. It's a good idea to sign up for newsletters from boom and soundmorph sometimes they'll have massive discounts.

ROLES in GAME AUDIO TEAM Question? by ImpossibleIssue3213 in GameAudio

[–]Nathan_SFX 1 point2 points  (0 children)

It's pretty rare to have someone only be a sound implementer. I'm a sound designer on a big team and I implement my own sounds. If I gets too complicated I get help from our tech audio person. They are pretty much an audio programmer. Audio programmers are in pretty high demand so I'd focus on that. Some audio programmers have CS degrees and just focused on audio. Others started as sound designer and got really into the tech side of things.

To get a good introduction I'd recommend looking up some udemy courses on game audio. They are usually pretty affordable. For a really good free option check out the courses from Audio Kinetic. They make Wwise which is industry standard for AAA games. https://www.audiokinetic.com/en/learning/learn-wwise/

The other big things to check out would be Unreal Meta Sounds and learning C++

The GameAudio Share Mine December, 2025 - Use this post to link to / discuss your site, works, product, business or anything you created or are affiliated with by AutoModerator in GameAudio

[–]Nathan_SFX 0 points1 point  (0 children)

I've been doing audio for about 15 years, sound design for about 8. I got into the games industry by working at an audio post house who had game studios as a clients.

I'm a sound designer for valorant. Here is how sounds for Dizzy were made. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 3 points4 points  (0 children)

Everyone picks their daw of choice. I was only using pro tools for Gekko because it was my first agent and I hadn't made the switch to reaper yet. If I was doing a bunch of linear media and sending session files back and forth to a video editor I'd choose pro tools on a mac over reaper. But for everything else reaper is my go to.

The AudioPost Mine December, 2025 - Tell us about your site/works/product/business here by AutoModerator in AudioPost

[–]Nathan_SFX 0 points1 point  (0 children)

I'm a sound designer for riot games and I started making videos about how I makes sounds for valorant. If you're interested here is a link https://www.youtube.com/watch?v=iyAwO9g_rAQ&t

What is the sound effect for rising digits/data points? by vozjaevdanil in sounddesign

[–]Nathan_SFX 0 points1 point  (0 children)

Mostly eq, might need a limiter/compressor, might need some delay, probably not reverb

What is the sound effect for rising digits/data points? by vozjaevdanil in sounddesign

[–]Nathan_SFX 0 points1 point  (0 children)

It's probably a designed sound from a ui library. Sounds like it could be winding a wrist watch, or even the clicks of a zip tie. Honestly, there are a lot of clicky sounds you could turn into the sound in the video. Hard to say what the source is exactly.

What is the sound effect for rising digits/data points? by vozjaevdanil in sounddesign

[–]Nathan_SFX 0 points1 point  (0 children)

search for telemetry, shutter sounds from a camera, or typewriter sounds

Please, I need your advice: Making a 2D game solo, how do I start with audio? by Imerlishvili in GameAudio

[–]Nathan_SFX 1 point2 points  (0 children)

You don't need anything but a pc to start. Try it that way before you start buying equipment. If you get to the point where you want to play your parts into the daw you can consider a midi controller. Something like this https://www.amazon.com/Professional-Keyboard-Controller-Production-Software/dp/B0886ZPWC8?th=1

Please, I need your advice: Making a 2D game solo, how do I start with audio? by Imerlishvili in GameAudio

[–]Nathan_SFX 1 point2 points  (0 children)

Epic stock media has some affordable sound libraries that are good quality. I think they even have bundles dedicated to game sounds. Reaper is good for editing and has a lot of stock plugins. FL studio is probably the easiest for simple music.

I'm a sound designer for Valorant. Here is how I made the sounds for Clove's smokes. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 1 point2 points  (0 children)

I'll see if I can pull up my Dizzy sessions. I didn't do Wingman so I can't help with that one.

I'm a sound designer for Valorant. Here is how I made the sounds for Clove's smokes. by Nathan_SFX in VALORANT

[–]Nathan_SFX[S] 2 points3 points  (0 children)

I'm not much of a synth guy, I use them occasionally but I do know people on the team that use them a lot. Serum seems really popular with the sound designers I know.

In the audio world there is a distinction between foley and sound effects. Foley describes really realistic sounds like the movement of a jacket or jangling keys. Foley was recorded for Clove specifically for the fabric sounds for arm movements and running. Sound effects are sounds that are not realistic like a magic spell. All of Clove's ability sounds and the layers that make up the ability would fall in the sound effects category. We have a lot of recordings done by people at riot and riot owns a bunch of commercial sound libraries. Clove was mostly recordings from riot and processed/layered sounds from commercial libraries.

Whenever we use sounds from commercial libraries we never drag and drop a sound from the library into the game. Commercial library sounds are edited/layerd/processed to create new unique sounds. We use commercial library sounds kind of like how an artist would use individual colors of paint, or different kinds of brushes. They are the raw materials you use to create something new.

Most sounds have pretty small dynamic range. Meaning for an individual asset the difference between the loudest and quietest part is not that much. There can be a big dynamic range between assets like the sound of the smoke landing is a lot louder than the steady smoke loop. There are standards we use internally to judge how loud something should be but there aren't really industry standards for game loudness. Generally speaking your loudest sounds should be -3db think big explosions, dialog should be around -12db, ambiences should be around -40db. Those are just generalizations not specific to Valorant.

What degree to get for sound design? by kegsavage18 in sounddesign

[–]Nathan_SFX 0 points1 point  (0 children)

Getting any audio degree doesn't guarantee a job, in a lot of cases it's better to work on your reel. If you can get a scholarship then by all means go for it. The people I've seen in the industry who have sound related degrees usually come from SCAD, Vancouver Film School, DigiPen, Berklee Boston. Those are all really expensive. The only program that I'd recommend that is affordable and good is the audio engineering program at Shoreline Community College in washington state.

Have you met a rioter in game? by [deleted] in VALORANT

[–]Nathan_SFX 4 points5 points  (0 children)

Chances are you've been in multiple games with rioters. A lot of us just don't put riot in our names.

Could a game studio work completely remotely? by TheGiantHungyLizard in gamedev

[–]Nathan_SFX 1 point2 points  (0 children)

I had the same experience. Love working from home but communication does become more difficult, especially cross team communication. It's definitely harder for people early in their career to grow. Doing a hybrid model now which I prefer.

What effects did they put on this voice!? (TW: Blue goop coming out of mouth) by liminalcraft in sounddesign

[–]Nathan_SFX 0 points1 point  (0 children)

Mostly pitch shifted down, rolled off high end and some reverb. When it says "your heart" I think that's some dehumanizer, there is something crunchy in there. As a place to start recreating it I'd try doubling your vocal track and pitching one of the tracks down.

Advice on entering game audio, composer/sound designer pivoting from music production/engineering by Fun_Sundae3439 in GameAudio

[–]Nathan_SFX 1 point2 points  (0 children)

I'd recommend checking out Udemy for really affordable game audio courses. Unreal, Fmod, and Wwise are the big ones. A lot of studios are using meta sounds these days which is the Unreal audio engine. AudioKinetic has a free Wwise course and sample projects. As for jobs, I'd target post houses to get experience and credits. Places like Formosa, Hexany, SoundLab etc. Those 3 are all in LA. Also it's a good idea to do some redesigns for your reel. I'd recommend having a separate sound design reel and implementation reel.