{"id":31733,"date":"2026-04-16T07:33:04","date_gmt":"2026-04-16T07:33:04","guid":{"rendered":"https:\/\/gaitgames.com\/?p=31733"},"modified":"2026-04-16T07:33:04","modified_gmt":"2026-04-16T07:33:04","slug":"former-battlefield-audio-designer-discusses-self-inflicted-pain-to-capture-realistic-gunshot-screams","status":"publish","type":"post","link":"https:\/\/gaitgames.com\/?p=31733","title":{"rendered":"&#8220;Former Battlefield Audio Designer Discusses Self-Inflicted Pain to Capture Realistic Gunshot Screams&#8221;"},"content":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/04\/former-battlefield-audio-designer-discusses-self-inflicted-pain-to-capture-realistic-gunshot-screams.jpg\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/04\/former-battlefield-audio-designer-discusses-self-inflicted-pain-to-capture-realistic-gunshot-screams.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<p>**Exploring the Unconventional Sound Design Techniques of Bence Pajor in Arc Raiders**<\/p>\n<p>In a recent episode of the Game Makers Notebook podcast, audio director Bence Pajor shared fascinating insights about his unique career path, particularly during his tenure at DICE, where he honed his skills in sound design for the Battlefield series. Pajor, a former Swedish military sniper, conducted unconventional experiments to create visceral sound effects, notably those depicting the impact of bullets on soldiers.<\/p>\n<p>Pajor&#8217;s journey at DICE spanned 15 years, during which he contributed to iconic titles, starting with *Battlefield 2* and culminating with *Battlefield V*. His experiences included not merely the technical aspects of sound design but also the ethical dilemmas associated with creating realistic combat experiences. In an engaging conversation with host Austin Wintory, Pajor reflected on how DICE&#8217;s approach aimed for a documentary-like authenticity, drawing inspiration from real-world combat footage.<\/p>\n<p>One particularly striking moment from the podcast revolved around Pajor&#8217;s method of recording sounds for being shot. To achieve an authentic representation, he resorted to a rather extreme technique: he struck himself to elicit genuine cries of pain. By enveloping himself in a blanket in a soundproof room, he recorded the visceral audio responses that resulted from his self-inflicted strikes. These recordings captured not only the sounds but also the emotional weight of the experience, leading to a chaotic, yet immersive audio output.<\/p>\n<p>Pajor&#8217;s intention was to create an immersive sound experience that resonated with players. However, he encountered an unexpected reaction from a designer who found the recordings deeply distressing. This response raised questions regarding the emotional impact of realism in video games and the potential discomfort players may experience when confronted with authenticity that borders on the distressing. Pajor&#8217;s commitment to creating an authentic atmosphere resulted in a product that crossed the line for some, highlighting the fine balance in sound design between realism and player comfort.<\/p>\n<p>Reflecting on his time at DICE, Pajor expressed relief at moving on from creating realistic portrayals of war. His transition to *Arc Raiders*, an extraction shooter that primarily involves battling robots rather than humans, signifies a shift in focus, albeit with a continued commitment to high-quality sound design. Pajor\u2019s mission remains the same: to craft audio experiences that transport players into another world, making them forget they are merely engaging in a game.<\/p>\n<p>Through his innovative techniques and dedicated approach, Pajor&#8217;s audio landscape contributes significantly to the overall gaming experience. As he continues to explore sound design in *Arc Raiders*, the lessons learned from his time at DICE resonate throughout his work, embodying the ongoing quest for immersion in interactive entertainment.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/04\/former-battlefield-audio-designer-discusses-self-inflicted-pain-to-capture-realistic-gunshot-screams.jpg\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/04\/former-battlefield-audio-designer-discusses-self-inflicted-pain-to-capture-realistic-gunshot-screams.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<p>\n<a href=\"https:\/\/www.rockpapershotgun.com\/arc-raiders-best-guns-tier-list\">Arc Raiders<\/a> audio director Bence Pajor has spoken on the Game Makers Notebook podcast about his earlier career at DICE, working on sound effects for the Battlefield <a href=\"https:\/\/www.rockpapershotgun.com\/best-fps-games\">FPS<\/a> series. The discussion includes some insights about how Pajor \u2013 a former Swedish military sniper \u2013 created effects for soldiers getting struck by bullets. Amongst other things, he experimented with punching himself hard enough to elicit cries of pain. It&#8217;s not clear whether the resulting recordings made their way into any Battlefield game &#8211; one of Pajor&#8217;s designer colleagues found them so unpleasant that they asked for them to be removed.\n<\/p>\n<p><a href=\"https:\/\/www.rockpapershotgun.com\/i-wanted-you-to-feel-bad-former-battlefield-audio-designer-recalls-punching-himself-to-record-more-realistic-gunshot-screams\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":31734,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"Default","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-31733","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/31733","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=31733"}],"version-history":[{"count":0,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/31733\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/media\/31734"}],"wp:attachment":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=31733"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=31733"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=31733"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}