Video — to be added
// Fortnite C6S3 — Super · Audio Designer
Map audio, prop sound design and cosmetic sound design for Fortnite Chapter 6 Season 3, the season that brought Superman to the island. This page covers two locations so far: the Fortress of Solitude and the nearby Lakeside Lab.
// Fortress of Solitude
Volumes
The Fortress of Solitude went through the usual volumisation process. The exterior and the crystal interior are separate nested volumes, each with its own ambience and reverb, so stepping from the open ice into the crystal hall is something you hear as well as see.
Crystal chimes
Ethereal threads of crystal chimes run through the interior ambience. They were made from processed and smeared glass recordings, combined with metal chime shimmers.
Texture spots
The same chime material was also designed and randomised as one-shot texture spots placed around the interior. They give the ambience some life and movement in 3D space.
Shoreline and icebergs
The new shoreline was splined to accommodate the icebergs, as shown in the editor view. Recordings of real icebergs creaking, along with water lapping and slapping against ice, were used to add realism to the scene.
// Lakeside Lab
Nested volumes
The Lakeside Lab gets the same treatment of complex nested volumisation, but here the structures are prefab and thin.
Wind indoors
Because the structures are thin, some of the outside wind is brought into the interiors. It is occluded in the design and mixed in with the usual open metallic room tones and low hums and rumbles, delivered in both quad and stereo.
A volume for every room size
Each room size gets its own volume. At the time of writing, these used reverb override components on the volumes themselves.
Reverb by hand
The reverbs were not tag dependent, and room size was not worked out by line traces. That meant a lot of manual work, but it was worthwhile for the contrast between spaces, especially going from tiled bathrooms to more absorbent open spaces like the mess halls.