Metal Gear Solid Delta’s sound team explains the remake’s audio design in GameMakers interview

Metal Gear Solid Δ: Snake Eater’s sound team discusses the remake’s design philosophy in an in-depth Japanese interview with GameMakers. We recommend reading it for a closer look at how Delta’s audio was rebuilt while preserving the original game’s identity.

The team describes sound as part of the infiltration experience: helping us judge where enemies are and what is happening around Snake. More than 60 physical materials received distinct contact sounds, including footsteps, ricochets, shell casings, and knife impacts.

Delta sound-team interview image
From GameMakers’ sound-team interview.

Many effects were recreated, while recognizable sounds such as the alert and Kerotan effects were retained. Much of the original music also remains, alongside new recordings and arrangements.

Delta sound design interview illustration
Sound design discussed in the interview.

Development used Unreal Engine 5.2, Wwise, and Yamaha’s Sound xR Core. The interview explains how the team balanced positional headphone audio with the original sound’s character, mixing processed and unprocessed audio rather than applying the same treatment everywhere.

Delta audio production illustration
The interview examines spatial audio implementation.

GameMakers labels the interview as PR content. The full Japanese article is linked below.

Delta sound-team interview illustration
Read the complete interview for the technical discussion.

Sources: Full GameMakers interview in Japanese · GameMakers’ original announcement · Our original post on X

Loading Next Post...
Follow
Sidebar Search
Popular Now
Loading

Signing-in 3 seconds...

Signing-up 3 seconds...