Łukasz Brandeburg Sound Designer | Music Producer & Artist
brandeburglukasz@gmail.com
Crysis 3 Nanosuit
I have always adored the original work by Christian Schilling Muyshondt and Florian Jensen (Füsslin) from team Crytek. Their sound was one of the most significant sparks that inspired me to start experimenting with sound design back in the day.
What went into this one?
Ambience Design
- Children’s Echoes: Heavily reverberated screams and laughter, barely audible, hinting at a lost world in the post-apocalyptic city.
- Metallic Scrapes: Band-passed and processed with a long reverb and delay to emphasize the desolate, industrial atmosphere.
- Birdsong Layers: A quiet, close-up layer contrasts with a louder, low-passed, reverberated one, evoking a dreamy yet dystopian tone of life persisting. The latter focuses the listener's ears on something far away, creating an interesting yet depressing dissonance - especially when mixed with the metallic scrapes.
Voice Processing
The Nanosuit voice was very tough to get right; it required meticulous crafting with interconnected effects:
- Very specific comb filters, narrow-band vocoders, and ring modulation - each effect building on the other.
It took countless iterations to balance clarity with the desired mechanical, intelligent, and uncanny voice.
Ability-Specific Sound Design
- Nanovision: High-rising sine waves combined with lots of camera shutter recordings.
- Cloak: Delicate, high-pitched glitch sounds paired with processed reversed glass movements, creating a mirror-like, parallax feel.
- Maximum Armor: Layers of processed rock recordings, shaped towards an infamous “mid-rumble” sound and further solidified by heavy parallel saturation.
Every Nanosuit function received a distinct sonic identity, unified through a shared processing chain:
- Flangers, choruses, and metallic reverbs on parallel chains maintain cohesion and a recognizable tonal signature without masking each sound's unique character.
Game
Crysis 3 (2013) by Crytek