As stated earlier, I wore similar shoes to this character to keep the performance true to what is on portrayed on screen. I did use a high cut filter at around roughly 8kHz as the high frequencies made it sound too tight and by sculpting the EQ this way it added a little weight to the character’s steps. C is the “good guy” in this scenario with the OM being the villain. It was important to me that, although visually she is significantly smaller and in this scene is scared but determined to save her parents, that she has some weight in her steps and not seem small with the way she moves. It added an almost quiet confidence which I feel was beneficial to the story conveyed.

I used the Studio Reverb plugin on the Wood Room setting for the footsteps with a short decay and very little amount in the mix. The scene takes place in a room of a house with a hardwood floor and I wanted to reflect this through minimal use of the setting. If I had turned the parameter up it would have added too much echo and not translate the best with what is shown visually.

As with the dialogue, I automated the panning on each track to reflect where the character was in relation with the visuals.

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