343 Industries
Halo: Infinite
Visit project pageFor the sixth mainline installment in the groundbreaking series, I was tasked with creating physics interaction SFX that covered impacts, slides, and rolls for various objects and surfaces — including vehicles like the Ghost and the Scorpion.
Original source material was recorded in the mountains of Georgia, then edited and supplemented with library sounds to create over 1,500 unique assets that were implemented using the Slipspace Engine.
Physics interactions for an open Halo
For Halo: Infinite, the systemic physics needed audio that read clearly in chaotic combat without becoming fatiguing. The challenge: every Ghost slide, Scorpion roll, and falling crate had to feel weighted, distinct, and on-brand for the franchise — across thousands of unique surface/object combinations.
Source it, sculpt it, layer it
I recorded original source material in the mountains of Georgia — rocks scraping rocks, metal across gravel, tires on dirt — capturing the textures library content can't. From there, recordings were edited, pitched, and layered with library content to give each interaction a unique fingerprint while still slotting into the Halo sonic palette.
1,500+ assets in Slipspace
All assets were authored, organized, and implemented through 343's Slipspace Engine pipeline — with switch logic for surface, velocity, and mass so the same physics event reads correctly whether it's a pebble bouncing or a Warthog rolling.
Shipped & live across all platforms
Halo: Infinite released worldwide with the full physics interaction sound set in place. The system continues to support DLC drops, seasonal events, and Forge user content with no additional authoring required.