Sound Design Reel - "Gravity Vortex" - In-Game Sound Re-design
Hey everyone :)
I recently worked on a personal sound redesign of the Gravity Vortex from the video game The Finals.
This piece was an opportunity to push further the morphing experiments I have been developing lately. The core loop is built from tonal layers and rock based textures that I cleaned with spectral denoisers, then morphed together to create a continuous, evolving energy bed. The objective was to avoid static looping and instead produce a vortex that feels alive and internally unstable. For the sweep components, I used Kick 3 to generate controlled tonal movement, focusing on pitch curvature and transient shaping rather than impact design.
The sweeps act as structural tension markers within the loop. Some of the sweeteners were recorded by physically punching plastic bags against a resonant chamber. I captured the material using a combination of geophones, a shotgun mic, and a Toucan mic to blend sub resonance, air detail, and mid body articulation. These organic layers were then integrated into the hit and impacts to add punch.
Additional whooshes were designed in WHOOSH by Tonsturm, sculpted to reinforce the gravitational pull and spatial collapse effect without overcrowding the midrange. The result is a constantly shifting vortex texture driven by morphing, tonal control, and physically recorded resonances rather than relying purely on synthetic modulation.