I was responsible for everything other than the musical score.
As a prerequisite, I am self-taught in 5.1ch headphone mixing using Audition 2012 as my DAW.*1
(The audio in the YouTube video is a 2ch audio source that has been Halo Downmixed.)
Since the voice data from the voice actors was not recorded in a studio, I used the repair tools in iZotope RX 12 Advanced and SpectraLayers 13 for the dialogue editing. For the reverberant components characteristic of the resonance of the booth itself, I used Clarity Vx DeReverb. If there were still components that could not be removed, I removed them manually. For sibilance, I used McDSP SA-2, and for sound character enhancement, I used things such as Softube Harmonics.
Almost all Ambient were recorded using a Zoom H3-VR in AmbiX and expanded to 5.0 channels.
There was, of course, no Foley stage. Since I live in a rental apartment, I recorded at home whatever could be recorded there, while footsteps on soil were recorded at an outdoor park.
For the SFX in this case, I used Tsugi Studio's GameSynth Tool and DSP series. For impact and swell sounds, I used UVI Meteor in Nuendo 15.
I have used only a small amount of library material: several from BOOM Library and Marcel's ALL IN ONE SOUND LIBRARY BUNDLE, one from Sound Ideas, and one from AudioStock.
*1 I checked the panning and rear-channel output conditions at Abbey Road Studio3.