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What's the last sound effect someone in the team created that constituted calling everybody over and saying, "Hey, listen to this"?

TL;DRThe team recounts favourite sound moments, including a distorted leaf-blower engine that went unused, Simon's mouth-made ship sounds, putty-and-vegetable goop recordings for the alien ship, and a backpack used for the leather seat.

Josh BellSound Designer, Vehicles

Can you guess? The leaf blower. Yeah, it was a recording of a leaf blower that I turned into, I think I described it as disgusting, just through pitch shifting it, adding layers of distortion and saturation, and I was like, this sounds like a really gnarly engine, and made everyone individually come and listen to it, and then didn't end up using it on the ship.

Jared HuckabyHost, Community

You didn't use it?

Josh BellSound Designer, Vehicles

No. Did use Simon's voice in a ship, though. Simon came in one day and said, I'm going to make you some spaceship sounds with my mouth.

Simon GershonAudio Director

I had a spare minute.

Josh BellSound Designer, Vehicles

Yeah, so he came in, two minutes. I didn't have high expectations, but I was pleasantly surprised, and it made it into the Salvation, actually.

Simon GershonAudio Director

Thank you. But talk about the stuff we do with the Foley recordings, to create the alien ship and all of the organic sounds that we created. The Stinger.

TristanSound Designer

The ball of goop. We went to toy stores and put putty and shaving foam and vegetables and all sorts and threw it into a bowl, mashed it up, recorded it.

Josh BellSound Designer, Vehicles

We actually made working more unpleasant, because the room did have an unpleasant odour afterwards.

Simon GershonAudio Director

But we wanted it to sound organic. We wanted it to actually sound like you had some kind of skeletal exoskeleton, and rather than just using metal sounds or other recording sources, we wanted to give it this kind of visceral feeling of an animal. And that comes across. And there are other things. Some of the comments we got were for the Wolf, someone commenting about the seats. How was that done, Josh?

Josh BellSound Designer, Vehicles

We did a bespoke Foley pass on the Wolf, because we wanted to make it feel like a luxurious experience. It needs to sound like fine leather when you sit down. And we didn't end up using fine leather for the recording, but we did use my rubber green backpack, which just had the right texture to it.

Simon GershonAudio Director

Yeah, and it got a comment. So a very simple sound source like Joshua's bag became part of the Foley experience of sitting in the chair. The smallest of insignificant sounds can give you a fantastic experience, and it's not just necessarily the moving parts, the guns, the thrusters. If something like that raises the enjoyment of the game, we're up for doing that because we want to. We're elevating the richness of the sonic experience.

Josh BellSound Designer, Vehicles

I was surprised people commented about it, actually, because it is quite a subtle element to it, but it does add to the feeling of the ship, especially when it's your introduction to the ship, when you sit down.

Star Citizen Live›Q&A Ship Audio Team·
Published on this date.26 Feb 2026
EpisodeAudioShips