
Sound design
toy story 2 opening

Project summary
I rebuilt the soundtrack for a three-minute scene from Toy Story 2. I created original sound effects, ambiences, background music and a short score that follows the action. I used Logic Pro to compose and mock up the music, and Pro Tools to spot, edit, and mix all sound. I recorded custom Foley and effects with a Zoom handheld recorder (H-series), and built a sound effect library based on that.
Role & Duration
I did all tasks: spotting, cue sheet, field/Foley recording, editing, sound design, music writing, and final mix. Timeframe: two weeks from first spotting to final bounce.
Concept
The concept is mostly about originality and voice. I use a fully original synth-forward palette to make a playful, toy-world sound. Synths drive key cues: jetpack, shield, and lasers… On the other hand, besides from playful and creative syths, my real recordings that helps demonstrate texture are accurate and expressive.
Goals
• Clear perspective and depth using reverb, delay, and level rides.
• Precise sync on footsteps, props, and fast actions.
• Keep every elements cinematic.

The effects of Buzz pushing the button and open the wings are recorded on field and using special EQ to present better.

​Design Process
Spotting & Plan
I watched the clip without sound and marked story beats. This is the opening where Buzz enters Zurg’s base (the clip is a video game Rex is playing, not real), so sounds could be a bit bold and toy‑like. I made a cue sheet with columns for timecode, sound type, source/recording, and notes. I grouped assets into: Foley (clothes, steps, grabs), hard effects (doors, toys, plastic hits), whooshes/transitions, and backgrounds (room tone, hallway air).
Recording
I captured raw sounds with a Zoom handheld recorder. I recorded cloth swishes with a jacket, footsteps on tile and carpet, plastic taps for toy parts, and door handles. I kept several takes at different distances so I could pick the right feel later.
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Editing & Sound Design
I cut and layered takes in Pro Tools. For explosions, I built three layers: a low thump (pitched kick + sub boom) for body, a mid crack (snare rim + short burst) for snap, and a top layer of debris (shaken plastic and paper) for toy scale. I lined the transient to the exact frame and used a fast shaper to keep the hit clean. For Buzz’s jetpack, I started with a f ighter‑jet pass‑by recording, sped it up, raised pitch, and added Doppler and auto‑pan to sell small size and fast motion. I added a short “spin‑up” chirp and a breathy air‑intake whoosh before each take‑off. For “to infinity and beyond” shield on, I used a synth sweep: filtered noise + a rising sine with a soft shimmer. A tiny pitch glide and a short whoomp at the end make it feel like a bubble closing. When Buzz falls into the base, I switch the space to a larger indoor impulse response with clear pre‑delay. I roll off highs so the reverb feels like walls and metal, not open air. Lasers use bold synth tones. Buzz’s laser is bright and clean: a quick up‑glide on a saw/sine stack with a touch of chorus. The enemies’ targeting beeps are short square‑wave bleeps with a tight gate. I pan them left‑right and use light tremolo so they feel like scanners sweeping the room. Small plastic hits and cloth swishes sit around these, with EQ pushing clicks so toy textures read.
Mix
I balanced backgrounds first, then Foley, then hard effects, and placed music last under the key beats. I rode dialogue space even when there was no actual dialogue so the mix felt like a film mix. Main tools: reverb, delay, stereo width, distortion for texture, pan, automation, and EQ. For the jetpack and shields I drew manual volume rides and pan moves to match camera motion. Explosions get a short room send, while the fall‑into‑base switch flips to a longer hall send with more pre‑delay.


Unique effects on Buzz landing on the ground, as well as the jet engine sound, which uses 6 layers of sound design.
Special reverb created when Buzz running in the tunnel.
Distinctive "Domain expansion" sound effect created by 5 layers of midi instruments.