SPECTROGRAM — SESSION_07.wav
192kHz / 32-bit float
PRO TOOLS — THE HOLLOW SEASON_v34
FOLEY LR
SUB BASS
ATMOS BED
SFX LAYER
MUSIC
// session notes 2026-02-14
sub_fundamental = 28Hz
leather_creak → -2 oct
silo_IR → 4.2s tail
// "felt, not heard"
Sennheiser HD 650 headphones draped over a patchbay in a dim studio
HD 650 — MIX STAGE B
Field recording microphone setup in an abandoned industrial space
LogoWAVEFORM
Sound Design

Film · Games · Advertising
The thing audiences feel but never consciously hear.

AMBIENT ACTIVE
The Hollow Season project cover — FEATURE FILM — TRAILER SOUND DESIGN
01 / 03
FEATURE FILM — TRAILER SOUND DESIGN

The Hollow Season

2024
DIRECTOR'S BRIEF
We need the trailer to feel like the ground is giving way. Subtle at first — something wrong in the air — then complete collapse. The edit is locked. The sound has to do all the emotional lifting.
Directed by Mara Osei
6-week engagement · 340 stems delivered · Dolby Atmos mix
The Hollow Season process — field recording and synthesis work
PROCESS DOCUMENTATION
SESSION LOG
Session_01: Leather creak recorded at 192kHz, pitched -2 octaves
Session_03: Sub-bass fundamental at 28Hz — felt, not heard
Session_07: Convolution IR from empty grain silo, Youngstown OH
Session_12: Final mix — 340 stems, Dolby Atmos 7.1.4
SOURCE MATERIAL

Field recordings: Abandoned mill, Braddock PA — sub-bass synthesis, convolution reverb chains

BEFORE / AFTER
0:00
0:15
0:30
0:45
1:00
▶ PLAYING — FLAT EDIT
SUB
20–80Hz
LOW
80–300Hz
MID
300Hz–4kHz
HIGH
4k–20kHz
LUFS-23.8
DYNAMIC RANGEDR 18
Vessel project cover — INDIE GAME — INTERACTIVE AUDIO SYSTEM
02 / 03
INDIE GAME — INTERACTIVE AUDIO SYSTEM

Vessel

2025
DIRECTOR'S BRIEF
Every UI sound needs to feel like it belongs to a living ship. Not sci-fi. Not fantasy. Something that breathes. Menu clicks should feel like sonar pings. Loading states like pressure equalizing.
Studio: Pale Tide Games, Brooklyn NY
8-week engagement · 1,200+ individual assets · FMOD implementation
Vessel process — field recording and synthesis work
PROCESS DOCUMENTATION
SESSION LOG
Session_01: Hydrophone recordings, Lake Michigan at 4am
Session_04: Contact mic on submarine hull — metallic resonance
Session_06: FMOD parameter mapping — depth = reverb decay
Session_11: 1,247 assets delivered, FMOD Studio project
SOURCE MATERIAL

Source material: Contact mics on submarine hull (USS Cobia, Manitowoc WI), hydrophone recordings Lake Michigan

BEFORE / AFTER
0:00
0:15
0:30
0:45
1:00
▶ PLAYING — FLAT EDIT
SUB
20–80Hz
LOW
80–300Hz
MID
300Hz–4kHz
HIGH
4k–20kHz
LUFS-23.8
DYNAMIC RANGEDR 18
Trust established

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Auris :30 project cover — ADVERTISING — TV SPOT SOUND DESIGN
03 / 03
ADVERTISING — TV SPOT SOUND DESIGN

Auris :30

2025
DIRECTOR'S BRIEF
Thirty seconds. Headphone launch. The visual is someone in a crowd going completely still. We need the crowd to exist — loud, chaotic — then one click and silence. Not quiet. Silence. Then music.
Agency: Meridian Creative, Chicago IL
3-week engagement · 5 broadcast versions · Stereo + 5.1 + Atmos deliverables
Auris :30 process — field recording and synthesis work
PROCESS DOCUMENTATION
SESSION LOG
Session_01: CTA Blue Line, 48-channel Ambisonic capture
Session_02: Crowd bed at -6dB, building to +4dB over 18 seconds
Session_04: Headphone click — single transient, 8ms decay
Session_07: Silence — not -60dB. True silence. 0.3 seconds.
SOURCE MATERIAL

Crowd recordings: Chicago Transit Authority Blue Line platform — binaural capture, 48-channel Ambisonic array

BEFORE / AFTER
0:00
0:15
0:30
0:45
1:00
▶ PLAYING — FLAT EDIT
SUB
20–80Hz
LOW
80–300Hz
MID
300Hz–4kHz
HIGH
4k–20kHz
LUFS-23.8
DYNAMIC RANGEDR 18
Sound designer at mixing console in a professional studio environment with dim lighting
THE DESIGNER

Elliot Voss

Sound Designer · Brooklyn, NY

Eight years designing audio for the things people feel before they understand why. Trained in classical composition, retrained in post-production, now operating somewhere between the two — where a sub-bass fundamental at 28Hz becomes the emotional center of a scene.

TOOLS
Pro Tools UltimateAbleton LiveFMOD StudioWwiseMax/MSPReaperiZotope RX 11Dolby AtmosSpatial AudioField RecordingFoleySynthesis
SELECTED CREDITS
The Hollow Season
Sound Design + Mix
Osei Films
2024
Vessel (Pale Tide Games)
Interactive Audio Lead
Pale Tide Games
2025
Auris — "Silence" :30
Sound Design
Meridian Creative
2025
Northline (Documentary)
Field Recording + Design
Sundance Selection
2024
FORM — Perfume Launch
Brand Sonic Identity
FORM Paris
2023
Dead Reckoning (Game)
Adaptive Music System
Threshold Studio
2023
OPEN FOR PROJECTS

Film, interactive, advertising.

elliot@waveformsound.com
WAVEFORM
01 / 06