FUNBRUN
Devlog/FUNBRUN/Sound

Making hits sound painful: FUNBRUN sound design

January 8, 20261 min readSound

A good hit in a fighting game is 50% visual, 50% audio. You can have the best animation in the world, but if the sound doesn't sell the impact, it falls flat.

Every impact sound in FUNBRUN is built from three layers: the "crack" (a sharp transient), the "body" (a meaty thud), and the "tail" (environmental reverb).

Light jabs get a prominent crack with minimal body. Heavy hooks crank up the body layer and add a longer tail. Knockouts trigger a special low-frequency boom.

We recorded the source material in unusual ways — punching raw meat for body sounds, snapping celery for bone cracks. Then everything was processed through VOLUMYST.

The spatial audio follows PrimalCore's physics data. As a character gets hit and their head whips to the left, the impact sound pans accordingly.

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