// Injustice 2  ·  All Cinematics  ·  Supervising Foley Editor

Studio Sweet Justice Sound Group / NetherRealm Studios / WB Games
Role Supervising Foley Editor
Platform PC · PS4 · Xbox One
Year 2017
Injustice 2 — Joe Hudson

Supervising Foley Editor on Injustice 2, directing dedicated Foley house Foley Walkers alongside NetherRealm Studios and Sweet Justice Sound Group to build the game's physical performance layer — the footsteps, falls, impacts and costume movement sitting underneath every hit.

Injustice 2 shipped with a roster of over thirty fighters, and on a fighting game Foley isn't scenery — it's a core part of how each hit reads. My job was to brief and supervise Foley Walkers, the dedicated Foley house recording that physical performance layer, and make sure it held together across the whole cast rather than just sounding right character by character.

Footsteps had to carry a character's weight and build as much as their moveset did — Atrocitus lands very differently to Blue Beetle, and the arena floor underfoot changes the read again. Body falls and impacts were the other half of that: the thuds, crunches and slams of a fighter thrown or knocked down needed to feel as heavy as the animation looked, without tipping into cartoonish.

Costume was its own layer again — cloth, plate and leather each moving and striking differently, and distinct enough per character that armour reads as armour and a cape reads as a cape rather than generic rustle. Spotting each hero against reference and animation, reviewing what came back from session, and signing off before it went to mix was the core of the job — keeping thirty-plus very different fighters sounding like one consistent game.

Pro Tools was the main workhorse for this — reviewing and comping through what came back from Foley Walkers' sessions, checking sync against picture, and prepping everything ready for mix.

// Character Renders  ·  Injustice 2

Atrocitus Batman Blue Beetle Darkseid Green Lantern Supergirl Gorilla Grodd