George Pack
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georgepack.bsky.social
George Pack
@georgepack.bsky.social
Sound Designer | IG50 Winner 2024 | Supporter of the biggest club on the South Coast | @lunabootstudios.bsky.social
TL:DR Dredge has a really engaging, well thought out approach to audio and I'll probably be doing more train of thought posts about it as I play through.
July 28, 2025 at 2:06 PM
I love games that create a-rhythmic soundscapes which forces the player to actively listen. It's such a clever use of audio, especially in horror games, that doesn't rely on asset creation or even innovative implementation to build tension and keep the player engaged.
July 28, 2025 at 2:06 PM
Compare that to this night-time clip. The player's reduced vision is taken advantage of by including sounds which are not clearly define as either diegetic or non-diegetic. As the player's mental state deteriorates, these "trans-diegetic" sounds increase in frequency, creating a sense of panic.
July 28, 2025 at 2:06 PM
Here is some daytime gameplay. It's only a short clip unfortunately but everything is calm and serene. There's some melancholic, eerie music playing and some sparse wildlife. The player's vision is complete unimpeded, as its a clear and sunny day.
July 28, 2025 at 2:06 PM
The audio direction in this game is amazing but in particular I love the reserved use of music to emphasise certain emotions. Obviously I'm biased as a sound designer but the diegetic soundscape being given room to breathe elevated the experience of the game massively for me.
July 25, 2025 at 1:44 PM
Finished my playthrough of Jusant yesterday and this post will have some minor spoilers.

I loved the creative choice for the beginning of the credits to be accompanied only by rainfall. It felt so calm and tranquil, like finally being able to rest after the journey taken throughout the game.
July 25, 2025 at 1:44 PM
The mix is also used to sell the space - the footsteps and foley are so much quieter in this area because the wind is masking them. However, the wind isn't actually "louder" in real terms because that would get fatiguing, so the other elements are pulled back to imply the loud wind.
July 18, 2025 at 10:54 AM
July 18, 2025 at 10:50 AM
Been playing a little more Jusant and recorded some examples of the dynamic reverb in action. So simple but so effective in selling the space
July 18, 2025 at 10:50 AM
...which will only begin to decrease when things like financial barriers to entry are lifted, and opportunities are made equally available to everyone.

Thank you for reading my off-the-cuff rambling :)
July 17, 2025 at 10:26 AM
...put together, including my time at University.

I'm lucky to have never felt genuinely discriminated against because of my class - any comments made have been lighthearted banter. But, it still highlights a clear divide between class backgrounds in the games industry...

youtu.be/QwP__XXyh0I?...
The Jam - Strange Town
YouTube video by TheJamVEVO
youtu.be
July 17, 2025 at 10:26 AM
...and also sells the scale of the environments you find yourself in throughout the game. While playing I felt very insignificant and small and I think if the overall soundscape was teeming with wildlife and background music, a lot of that feeling would be reduced.
July 14, 2025 at 10:56 AM
I also love the creative decision to use reserve music for "moments" in Jusant, rather than having something playing at all times. For me it creates both a feeling of isolation, but also of peacefulness and calmness. The sparse approach to ambience reinforces that...

www.youtube.com/watch?v=Bmw_...
www.youtube.com
July 14, 2025 at 10:53 AM
I finally played Jusant for the first time yesterday and fell in love with the use of dynamically adjusted reverb. I'd guess that more games than not have similar functionality, but Jusant's simplicity really allowed it to shine through.

youtu.be/G5-vQeUcy0c?...
Jusant Demo Gameplay (No Commentary)
YouTube video by No Commentary Casual Gaming
youtu.be
July 14, 2025 at 10:39 AM
Okay I'm not exactly reviving the list because its been weeks, but I found this very interesting video on where the Lego Star Wars characters got their death sounds: www.youtube.com/watch?v=f839...

I honestly thought it was just the devs going "uh" into a mic up until now
Lego Star Wars Death Noise Origins (Updated/Expanded Version)
YouTube video by EndlessAbyss
www.youtube.com
May 21, 2025 at 1:06 PM
Entry #105: The Falcon from #Halo:Reach. As I learned more about mixing in games, I gained an appreciation of noisy vehicles and how effortlessly good design sits in a mix without feeling filtered or weak.The Falcon's chopper-inspired design is such a great example of that.

youtu.be/-YYac6TD15g?...
HALO REACH Gameplay Walkthrough Campaign FULL GAME [4K 60FPS PC ULTRA] - No Commentary
YouTube video by MKIceAndFire
youtu.be
April 11, 2025 at 4:20 PM
Entry #104: Doors from #Halo3. I was looking to put together an audio mood board of sci-fi doors for a project and remembered Halo 3 having some instantly recognisable and varied door opening sounds.

youtu.be/c3FehZJXYfo?...
The doors of Halo 3-sound effects
YouTube video by Captain Keyes
youtu.be
April 8, 2025 at 3:31 PM
Entry #103: #KnockoutCity. Loved this game when it first came out, and I was sad to see it close down. The game had such a strong audio direction but something which feels often overlooked is how well balanced the mix is. Everything you need to hear is so clearly audible.

youtu.be/qjG_WqGoaDY?...
Knockout City - Sniper Ball Is Scary
YouTube video by bloodcellproductiongaming
youtu.be
April 7, 2025 at 4:02 PM