Beyond my capacity as the lead UI/UX Designer on Heroes & Generals, I also do the sound design.

I handle player emotes, movement and fabric sounds, weapon fire, mechanics, handling and reload, vehicle sounds, artillery, explosions, ricochets, combustibles, fire, falling debris and everything in-between.

While Heroes & Generals uses a proprietary in-house game engine and rendering pipeline, it uses FMOD as sound middleware.

I use Reaper, old synths, field recordings and foley as well as various sound libraries to create the base sounds and FMOD Studio to set up propagation, attenuation and spatial effects.

In a war game there’s a large focus on avoiding ear fatigue, so sound variation is key and a single weapon can often consist of 30-40 individual sounds with 4-5 variations on the hammer, slide/bolt movement, fire, mechanics, casing/cartridge ejection, player fabric and hand movement, magazine removal and insertion. These variations are not immediately apparent when listening casually, but the brain perceives them.

Weapon sound examples: Handling, fire and reload

Explosives sound examples: Arming, toss and detonation

Vehicle sound examples: M36 Tank Destroyer