Project Evaluation

Overall I think the project went fairly successfully considering the number of altercations throughout the project, such as not getting a picture lock date as agreed, at all!! and having to construct sound to image that wasn’t there or was not finished.

Through this project I learnt numerous skills and am able to understand all the elements in my learning outcomes more clearly.

In regards to my first learning outcome that stated learning the adaptive skills that I need as a sound designer in relation to animation, at first, I thought this was more focused to using DAW’s such as Pro Tools, editing foley, composing a soundtrack for the film and mixing the project. I’ve learnt and realised that there are a range of skills that are necessary to  working in sound design, such as working with clients, this can be from agreeing on a picture lock date and making sure that this date is kept to. Keeping on track with work and deadlines, making sure all elements of the project are completed and performed to the best of their ability on time. Staying professional, always working with the client working to find new solutions to problems or any obstacles that disrupt production, as well as always retaining a professional standard when work can sometimes get irritating, for instance not having the files delivered to you in the wrong format, when the client is being unprofessional, not getting the files on the agreed time, miscommunication and the client not understanding the nature of your work and it’s processes, regardless of how many times you have explained it as well as negotiating terms with the director.

In regards to my second learning outcome addressing to learn enough about copyright to be able to understand it and describe how to distribute my work and be paid for it, I demonstrated an awareness and knowledge of copyright law by producing an End of User License Agreement which can be found on the license category, I also covered the use of publishing licenses and recording licenses as well as writing up a composers agreement which was signed by both me and the directors of the the individual films (satsuma and Guardian)

For learning outcome three it’s a bit different, as it states that I compare my work to that of a professional sound designer and composer which shall be judged by my tutor. Unfortunately due to factors that were out of my control in this project, my final project was unfinished visually on the behalf of the animation team, I had to construct the sonic landscape to a lot of visual elements within the project that were not even drawn yet, I did this by following my creative initiative, and following the cue sheet that was written for the synchronisation of sound. Due to the project being incomplete it is unable to compare it to a finished piece of work, and evaluate the fluidity of synchronisation. I personally believe that I have achieved this outcome as I managed to synchronise foley and sound to the on screen movement, as well as producing a soundtrack and performing a mix, within a limited time from delivery of the film, to the submission of this project. The audio within the project does not dither in quality and is consistent throughout the project.

For my fourth learning outcome I successfully constructed my own contracts and license agreements for the use of both my services and work in the industry, I will also be using these contracts for future reference when I am commissioned to compose or construct sound design on a following film. I know and understand how to sell the licenses to my work, as well as attaining copyright.

I know and understand the uses of PRS licensing for music and how it can benefit me as a composer, and how I can use it to avoid my work being taken without credit. I understand how I can earn royalty payments from the use of my work. I also have broadened my knowledge on licensing with MCPS when my music is duplicated, or synchronised and even PPL earning royalties through my music being used through music profiling companies.

And finally I have successfully broadened my knowledge on the production of sound design by researching various sound designers and their work in the industry, whilst adapting their techniques and applying them to my own recording processes through experimentation. I have also analysed the use of sound libraries for high quality audio that doesn’t have any bleeding atmospherics through them. I’ve looked at some of the software used to edit audio, and the techniques used for audio restoration and applied this to my own editing processes. I am aware of negotiating terms of production and idea’s and to ‘try something different’ in order to achieve what you want, in one instance of this project I found that I had to make something bad, to get something good, by using it to get the animation team talking about what they actually wanted their composition to sound like.

 

Throughout this project, there were many aspects which were out of my control, such as getting the final cuts sorted and the general production of the animation, making sure that the animation is up to the right specifications. Due to these factors my final project lacks the majority of the work and is left looking very bland with only the audio and music to give it character and definition.

Given a final cut of the picture lock (finished animation) I would have been able to perform all the duties required of syncing up all the sound to whats on screen as well as producing the mix to a high standard, so everything would fit a flow nicely and coherently.

 

What I would do differently.

If I were to do this project again one of the key things I would do differently is set a timeline with the director of the work to be done so that everything is kept on schedule, and that if it looks like picture lock may be delayed adjustments can be made between myself and the director, we can look at possibilities around this and further solutions to meet both submission deadlines.

Try and tie in our project submission dates together, so we’re both working to the same deadline, therefore no project submission should be unfinished by any means.

I had meetings with the animation teams roughly every fortnight, this was clearly not enough! have even more meetings where I can view the updates of the film and will know when to expect picture lock.

I would have more production meetings with the director showing them my timeline of work and when I can expect to have which parts done by, and if there are any delays on their behalf, I can tell them what I can substitute to keep to the project deadline whilst producing a finished piece of work.

Perform more primary research on sound designers, as in actually going and meeting sound designers and holding interviews and asking industry specific questions.

Keep to the written contract, after the contract has been signed, keep to it, if the client fails to produce the material agreed upon within the contract negotiate terms on how to amend.

On the contract that I wrote for Satsuma and Guardian I stated that the Final Cut should be delivered no later than the 25th of April, assuming that I received both projects that were completed on the 25th of April, I think I still would have struggled to have everything done in time for my project submission. So next time I would allow myself more time to synchronise all the sound, SFX and do the Final Mix.

 

Challenges.

There were many ongoing challenges throughout this project, most of which were working directly with the clients themselves and trying to get a) a date for picture lock and b) a copy of the animation. Because of the two different submission deadlines it’s hard for audio and animation to sync up, but in the early stages of the project, I stated when i would need the copy of the picture locked film so I would have enough time to work on it, of course the film never reached picture lock, so I had to sacrifice certain elements of the production process to make sure that I had a product ready for final submission.

Communicating with Satsuma, this was quite difficult as all the team member assumed the role of director, so there wasn’t any structure in the group, they were all just doing jobs … not set specific tasks and for a lot of their work they didn’t seem to know what they were doing or where they were aiming for. This caused a lot of confusion throughout the whole process and as I tried to establish a point of contact within the group, this apparently caused arguments within the team. Also as they all assumed the role as director when they all had different idea’s for how they wanted my work to progress, this would also cause a clash, especially when writing the music, they all had different idea’s for the music, which made my role even more troublesome, I over came this by composing a piece I know they didn’t want as mentioned to me by Philip Moroz and then when submitting that to them, they came together and agreed on what they DID want it to sound like.

Guardians director had many moments where she herself was very unprofessional, which made it quite hard to work with them, but I had to grit my teeth keep my professionalism and get on with it, not everyone in the industry is going to be so pleasant to work with after all.

Working with a unfinished rough cut that is missing a lot of visual elements for me to sync all the sound to whats happening from a visual perspective.

With the end of the project, I was working on the production side so much, with such little time left, I didn’t have enough time at the end to document everything in this blog, which have left area’s in the blog missing, but I still think overall it accurately demonstrates my knowledge and understanding of how to work as a professional in sound and music. Both in the studio and with clients.

 

Overall I’m happy with how I worked in this project, it opened my eyes to a lot skills that I’m acquiring as training professional, the project threw many obstacles my way which I had to figure out how to work around to still be able to produce I final project on time and I did so. I will also continue to work with both animation teams to finish their projects, not just for professionalism, but also to use in my own showreel of work.

Feedback and Production (L1 & L3)

In the final stages of constructing the it was important that I received as much feedback and constructive criticism as possible, this is also a part of my role as the sound designer, mix engineer and composer. Through my three edits, I uploaded each onto the correct G drives of the teams I was working for. When these were uploaded I messaged the groups asking for their thoughts on the use of sound and atmosphere, what they thought could be improved, what they liked and what they wanted changing, this is going to help me get the most accurate recreation in sonic form of what they want. This is also part of me being professional correspondeing with the groups making sure that I deliver exactly what they have commissioned me to do.

Throughout the amount of issues and troubles that I’ve had with Satsuma, getting them to agree on what they want, they we’re really helpful with the edits, as soon as they we’re uploaded they gave me constant feedback whilst I was working on the second edit so that I could ‘fix’ what they wanted as I was working on the second edit. This made working on their animation a lot more productive and it felt more engaging, as I was talking with the group and they we’re providing active feedback as I worked. I only wish that the whole project could have worked this way, then their would have been less issues throughout the process.

Screenshot 2016-05-12 15.01.26

 

There we’re many instances where we discussed the creative use of sound and as a team they valued my input and agreed for me to take creative control to add the ‘feel’. Evidence can be found below.

Screenshot 2016-05-12 15.03.33

Screenshot 2016-05-12 15.04.23Screenshot 2016-05-12 15.05.22

 

Screenshot 2016-05-12 15.06.16Screenshot 2016-05-12 15.07.47

 

This made the process a lot easier to get down to what they specifically wanted… and it also gave the team a role in the whole sound process…

 

Guardian however … was a different story… I uploaded the files to their G Drive and received no constructive criticism what so ever… this made it really hard for me to actively construct their sonic environment just to how they wanted… I don’t know whether this is due to the fact that it’s not going to be THEIR final piece or what but the only feedback I got from Shannon is as follows. Screenshot 2016-05-12 15.15.57Screenshot 2016-05-12 15.12.14

 

The limited feedback did not help the production process what so ever .. in fact it made it a lot more challenging as I was going by creative initiative of what I would think they wanted the room ambience to sound like … I imagined ‘hollow’ and ’empty’ due to it being the house of a recently passed relative … it needed that ambience to feel like something is … ‘missing’ which I why I’m leaving it very empty.

I now understand how feedback from the director can both ‘make’ or ‘break’ a project … when sometimes you don’t quite know what they want it’s essential to get their opinion which you can work with your own to help construct a full project, even if there are visual elements unfinished.

Guardian Post Sound Edit Overview

After finally being able to get a copy of the Guardian film (unfortunately still in it’s rough cut stages) I can now finally start on post production.

 

Unfortunately however, with being given the film at such a late stage, I have been left with just two days to construct all the sonic elements for the film, this includes: syncing up the sound, editing, music and the final mix.

Screenshot 2016-05-06 03.04.35
Guardian Post Sound edit layout

 

I split this project into three key edits, the primary sound edit, the secondary sound edit, and the final sound edit but with being so close to the end of production I haven’t been left with much time to perform these tasks for the project.

The primary sound edit, focused on the main sound fx within the project (the things you’d expect to hear) this included footsteps, character interaction with objects, Ambiences and atmospherics (car sounds) and all diegetic sound (what you can see on screen). Once they’re complete I submit that edit to the group to get constructive feedback on it and to keep them updated on my working progress.

The secondary edit, focused on all sound effects that are non-diagetic (what you can’t see on screen) this creates the full structure of the soundtrack for instance in the use of all park scenes, using birds, fountains and perhaps children playing depending on what time of day the film is set at.

The final edit, focused on all the finer, more picky sounds, such as the noises of clothes and movement, the use of effects to construct the environment such as reverb for certain rooms, and vocalised textures.

Once the three edits are complete I move on to the mixing process.

I’ve had to sacrifice some elements of the project so that I am able to comply with the deadline and present a piece of work as evidence for my project. Such sacrifices were as such a finished musical score, but in terms with the contract written and signed by both myself and the director I was to be given the final picture locked film on the 25th of april giving me enough time to construct all the sonic elements and sync them up to the events on screen, and producing a final mix, so regrettably being handed a still unfinished project at such a late stage has left me unable to produce a complete sountrack for the film.

 

 

Unlike Satsuma, Guardian has a lot of its elements to it, so therefore it was a lot easier to construct the soundscape to the video.

Screenshot 2016-05-06 03.23.57

 

 

Primary Edit

As mentioned above the primary edit focused on the use of all diegetic sounds, which you would see on screen, this included the synchronisation of footsteps. Although with the film still in it’s early stages it proved quite difficult to sync the footsteps up the character on screen as, in some scenes you could barely see her, as shown below.

Screenshot 2016-05-06 03.28.23
Walking through doorway
Close up of feet walking through hallway
Close up of feet walking through hallway

I had to pay very close attention to the screen making sure that all the edits and placements of each footstep was precise, although this proved quite a challenge it wasn’t too difficult.

For the footsteps I used recordings I had taken of myself walking on a wooden floor in my friends house, I then chopped it up created fades on the ends of the audio to take out any clips or pops and then placed them accordingly never using the same sample twice in the same scene. I also rolled all the low end off of the footsteps so that there were not too ‘boomy’ to Shannon (The Directors) request.

Screenshot 2016-05-06 04.07.01

 

Screenshot 2016-05-06 04.10.01

The crow was very important to get right for this project as it is essentially one of the main character, Shannon also asked me to put as much emphasis on the crow as possible, to do this I kept the recordings of the wings very prominent, these were recorded through ruffling a pair of garden gloves together very aggressively, to extend the length of the flapping, I had to zoom in on the recording and cut out between the breaks between ‘flaps’ and glue the samples together through crossfading within Pro Tools as shown below.

Screenshot 2016-05-06 04.23.26 This was used to create a continues loop to follow the crows in flight movements on screen, however this proved to be quite a challenge due to the animation not being finished and the crows ‘flapping movements’ lacking of a natural element, where as the recording that is synced to the movement simulates that of actual bird movements. This does annoy me slightly as it can be viewed as an imperfection, but unfortunately it is out of my control working to a deadline with an unfinished film.

The glass shatters within the film were really simple however, all their timings were labelled on the SFX sheet given to me by Shannon, even if I couldn’t see in the film when the glass was smashing, I followed her guidelines on the cue sheet to where she wanted that specific sound effect.

The atmospherics were also quite simple to construct, Shannon labelled in the cue sheet what atmosphere’s she wanted recording and mixing into the project such as cars passing, birds, wind brushing through the tree’s. These were probably the simplest and easiest parts of the project as I could edit and blend the recordings I had of various atmospheres to construct a sonic landscape and environment for the viewer and character. I used volume automation throughout as well as fades on the audio that I had cut and synced to blend all the transitions together.

Screenshot 2016-05-06 04.39.33

 

 

Secondary Edit

For the secondary edit I constructed all the sounds that you couldn’t see in the picture that gives the film it’s character such as the use of the clock ticking within the house, in the earlier scenes when the girl is in the living room it is barely audible as it volume is turned down, but later on in the kitchen it’s clearly audible as you can see a clock in the top right hand corner. These elements Shannon did not mention in her brief, yet I added them for the sake of fluidity and to create a more realistic atmosphere.

Screenshot 2016-05-06 04.47.34

 

Other elements of the secondary edit included the use of effects to create perspective, such as using filter automation on the car recording atmos for when the girl opens the window to outside.

Screenshot 2016-05-06 04.51.55 These effects were also not labelled in the cue sheet written by Shannon but I thought it best to take creative control in such area’s to create movement and character with the sound. I personally feel that these smaller edits, help actually bring the film to life. Normally I would perform these tasks in the mixing stage of the process, but given such limited time I had to complete the edits as I went through the project.

Also layering all the audio and sound from the primary edit, such as footsteps in the park scene, adding an extra leaf crunch to them to give them authenticity and the sonic elements to match the scene on screen. I edited these layers accordingly so that they didn;t drown out the initial primary sounds, so they just sat on top nicely, this was done by too rolling off the low end and adding subtle compression.

Screenshot 2016-05-06 05.07.15

 

Final Edit & Mix

Unfortunately as mentioned many times in this post, as I was given very limited time to construct the project, I had to perform the final edit and the mix together, this meant adding all the characterising textures, such as clothing noises and vocal textures. These elements really filled out the movements of the characters on screen and brought the sonic components together, I did this by recording myself ruffling clothes to the movements of the characters on screen. I did two separate recordings, one for her upper clothing (Blouse) and her bottom (Jeans).

Screenshot 2016-05-06 05.13.22

From there I edited the recordings, cut them up, and re synced any elements that were out of time, as well as restoring some of the audio due to microphone feedback with my monitor speakers. I did this through a trial version of Izotope RX’s De-Hum.

Screenshot 2016-05-06 05.16.24

Through the use of De-Hum it managed to clean up the recorded audio very nicely, and with a few volume and EQ alterations, it fitted in well with the overall mix and blended nicely giving the character on screen a sense of warm movement.

The Mix

Screenshot 2016-05-06 05.20.48

For the purposes and delivery of this project the overall mix was performed mostly throughout the workflow of the project when it came to setting levels and mixing in other ambiences and fx, the sounds were panned through automation throughout the project to give the separate elements their movement on screen and to also to provide stereo width.

I would have much prefered to have spent a lot more time on the mix, fine tuning all the smaller details, this will be done however still to my client (Gaurdian)’s requirements as stated in the contract. However as they did not provide me with a copy of the film in picture lock when agreed for me to be able to perform all the respected tasks on time for my deadline, I am not obligated to do so, but shall do anyway for the sake of my own professional portfolio.

I sent a copy of the edit to Shannon for feedback so she could comment and direct me where she wanted more work doing within sound design, but as shown below, she gave me very limited feedback in return.

Screenshot 2016-05-06 05.32.17
Correspondence with Shannon (Guardian Director) on extra use of sound within scene 3

Project Timescale Update – Guardian

So I finally got a copy of the most recent update of Guardian, it’s still in it’s rough cut stages with a lot of the elements missing and with only a few days until the deadline for this project I need to work out what I’m going to be able to do and what I’m not.

An agreement made with Guardian stated that I would require Picture Lock of the final animation by no later than the 25th of April, this was due to constructing the sound design for two separate projects, as well as composing the final soundtrack and constructing the final mix, as stated in the Composers Agreement.

My initial plan that myself and Shannon set out in a production meeting stated that I would require 2 weeks for the synchronisation of the sound, 2 weeks for composing the music to the final cut of the film, and week to mix the project. This is due to not overusing my ears and making sure that I don’t get over tiered and make rash mistakes. One of the meetings that I held with Shannon she stated that she planned to have the final edit done by late April and early May at the latest. After my tutorial with Lee mid april I checked up with Shannon to see how the project was progressing and to see if everything was to be expected on time. You can see the correspondence below.

Screenshot 2016-05-06 19.56.07

There was a final production meeting on the 21st of April for me to pick up the films from each team to synchronise the sound and music for the animation. But both teams said that their projects we’re still in their rough cut stages. Shannon told me that she just needed to finish drawing a few more scenes and then the project will be completely drawn over. She said it would be a couple more days until the rough cut would be ready for me to sync up sound for my project and that they have an expected deadline for picture lock on the 9th of May.

Screenshot 2016-05-06 20.06.17

 

With the project in it’s current state, there are a lot of unfinished elements such as colouring and some missing drawings, the cue sheet however labels all the sounds that are needed throughout the project, so I can work off of that as a rough guide to where I need to synchronise sound, some of the visual elements may be missing but that’s where they’re supposed to be. With limited time I am unable to process a full mix of all the sound effects and imported music. The mix will have to consist of the adjustment of levels, volume automation and panning. I will however still use specific automation on key scenes such as the main character opening the window, filtering in the noise of traffic outside.

There are a few sounds which I am unable to provide, mostly the vocalised textures for the girl, if given more time I would have recorded a female in the vocal booth of the sound theatre.

For this project I have most of the sound effects and foley already edited, so it’s just a matter of synchronising it to the actions on screen, but this will be found difficult in certain scenes where the character is not clearly visible as they are still unfinished, unfortunately this is out of my control and I can only do so much constructing a sonic landscape to where there are missing elements. With the limited amount of time available I also had to miss out some lesser sound fx that were stated in the cue sheet, such as breath sounds for when she’s running through the park at the end as well as a slight sob.

Project Timescale Update – Satsuma

After a meeting the other day with both satsuma and guardian, Satsuma have sent me their latest up to date rough cut, this gives me just over a week to complete the post-production process, the film itself is still in it’s very rough stages, most of the scenes still haven’t been fully drawn, so it’s going to take me a fair bit longer than anticipated the synchronise the sound with the visuals, or the visuals that should be there, but arn’t. For this I’m going to have to use the cue sheet that the team gave me to place all the correct sounds in their respected places. In this stage it’s going to mean more creative control on my end, I can shape and form the environments that you should see fully on screen with sound. This takes the edge off a little bit as there’s not actually that much to make sure in synchronised perfectly at this stage except from the main character and his wife.

Most of the work that I can do on this project is constructing the atmosphere within sound, such as the park and the cafe.

I think at this late a stage in the project as I stated in the contract between myself and Satsuma that the final cut should be no later than the 25th April due to time constraints, but I may have been a bit naive, although with the project in this limited amount doesn’t really allow me much to do that is instantly noticeable and can be graded accordingly.

 

I will continue to construct the post sound and synchronise it to whats on screen and place other sound effects accordingly to whats stated in the Cue sheet.

 

The music however has been composed to a different edit that I was given, which is rather annoying as it means the music’s timing needs altering, as the timings have changed within the film. Now that the music is composed, I’m going to edit the music within pro tools so that it fit correctly with the up to date rough cut… this how ever will leave the music sounding rather ‘choppy’ so I”m going to have to mix it within pro tools with the use of automation to blend it in with the SFX so that it flows nicely and sounds clean.

It would have been a lot easier to compose the piece to the rough cut, but this was not possible due to all the cue’s for the changes in music on screen we’re not yet drawn … so  knew I was going into run into some timing issues, but I believe I can overcome this issue in the mixing process.