Being Creative With Sound – (L5)

Earlier in this blog I spoke about Philip Moroz and how he said to use sound creatively, I’m going to look at Oscar winning sound designer Ben Burtt, who I also posted about previously with his statement on grabbing opportunity with sound wherever you go, and how he demonstrates how to creatively record sound, constructing the most ingenious sounds, with his own developed recording techniques.

Ben is well known for many of the worlds most groundbreaking films such as the Star Wars saga, WALL-E, The re-instalment of the Star Trek franchise and the Indiana Jones saga. The films I’m going to more specifically look at will be the Star Wars saga and WALL-E.

Ben has by far earned himself the title, the godfather of sound design. How he approaches his work and how he customises his sounds to give them personality and diversity which has made Sound Design such an imperative role in Animation and Film.

Ben’s most notorious work is by far the original star wars trilogy closely followed by the rest of the star wars series, nobody can ever forget the iconic sounds of the blasters or lightsabers that are instantly recognisable, these ARE the sounds that make star wars… well, star wars. I’m going to look at a few techniques Ben has used to create such iconic sounds and outline the importance of as Philip Moroz stated ‘Being Creative’ with sound. Looking at the sounds produced in Star Wars more closely, what are the three most recognisable sound? Darth Vader’s mechanical breathing apparatus, the low frequency hum from the lightsaber, and the electrifying sound of the blaster guns. I’m going to look at a couple of interviews where Ben talks about how he created them, and outline the alternative methods which he used to form these iconic sounds. In the documentary about Ben Burtt’s sound design for WALL-E Building Sound from the World Up he talks about designing the laser gun for Eve’s arm, and references back to his work with Star Wars. He said “I discovered years ago, that if you strike a slinky like spring with any object, you don’t just get a clunk on the pick up mic or a ping, you get a ‘Peeyooo’.” (Ben Burtt, Building Sound from the World Up. Available from:https://youtu.be/NsfbXGDw_aA?t=2m22s)

He progresses on to explain how this works, he states that because the high frequencies travel faster than the low frequencies, and if you listen down the wire, the high frequencies get there first, then the mids and finally the lows, emulating a laser gun. So essentially you stretch out a long wire spring, attach a contact mic to one end of the stretched spring and hit the other end with a solid object, of course the tension of the spring will have to come into play, but it’s up for experimentation on how you want the laser to sound.

Here in an interview about designing the sounds for Star Wars the original trilogy, Ben talks about his first and one of his favourite sounds he ever created… the Lightsaber.

In this interview he speaks about how he constructed the sound for the lightsaber, using alternative techniques to create the sounds that he could hear in his head. Imagination is a key factor when trying to construct new sounds, combining and layering multiple layers to achieve each element of the sound that you’re trying to create.

Starting off with probably one of the greatest animation films of all time has to be WALL-E. Ben spoke in an interview on how he approached the job differently to most other pieces of work. A lot of sound design is done in the post-production phase of the film, but as WALL-E is a feature length film that is mostly based on the sound design itself Ben had to work for over two years “brainstorming, experimenting, crafting, and fine tuning both the image and the sound in order to make them work so well together.” (Randy – Film Sound Video’s – Blogger – Available From:http://filmsoundvideos.blogspot.co.uk/2008/10/wall-e.html )

Update – Rough Cuts and Progress (L1)

So now I have both rough cuts for both projects (Satsuma and Guardian) and from just looking at them I think that Guardian as I suspected is going to be a much easier project to work with. Everything flows smoothly from scene to scene the animators and editors have gotten their timings almost perfect so there not going to change much anymore. I’ve started working on the atmospherics for Guardian to try get the post -production under way and want to have this project finished first as I think it will be easier as communication with the Guardian team is a lot clearer and deadlines always seem to be met on time.

I’ve met with the Guardian team a few times now discussing with them how I plan to approach the sound, and their head animator for the project (Shannon Merrin) is very clear and to the point with what she wants out of this project, she is also open to suggestions from myself on how I should think something should sound or the direction I would take a certain aspect such as the music. On the topic of the music, in the last meeting between Shannon and I when discussing the music she asked for a few of my own idea’s but made it perfectly clear that in the initial video that they gave me when I took on this project, she wanted to keep the piece of music that was a royalty free piece of music that consisted of a child’s music box, like a wind up toy. She asked if I could write my own type of music similar to this, where I jumped in and offered as it’s a royalty free piece that I could sample it and build my composition around this piece already to which she agreed upon. She also showed me some animation that they added to the credits, where they have a feather falling down. To this I suggested a soft diminuendo using a light piano to symbolise the delicacy and the falling of this feather, which represents he whole texture of the animation. Shannon made it clear that she didn’t want any music until 1:08.

When I met with Shannon she had a folder for me called “Sound Design for Adrian” with all the relevant files, and even the project files incase I had adobe premier and wanted to look at the project in more detail. Unfortunately… the folder is rather un-organised, and all video files for different scenes and trials are all named differently and left slightly all over the place like so.

Screenshot 2016-03-24 17.10.43So first of all I had to locate the correct files.

We’ve scheduled weekly production meetings from after the Easter break, Thursdays are most convenient for them as that’s when they have lectures.

 

On the front of Satsuma, I’m a lot more concerned. For one I don’t think that they’re going to have their animation finished on time. From the rough cut they sent me a lot of the animation looks unfinished in comparison to Guardian. Also a lot of the animation, in my opinion doesn’t look very ‘human’ so I think reproducing the sound design adding the human element will be quite tricky getting it to sync up properly. Also working with the team for Satsuma is becoming a bit of an issue as I had to ask for a copy of the rough cut many times and even when I was told that it had been uploaded to the Google drive for me to extract.

Screenshot 2016-03-24 17.36.47

As you can see in the next screenshot of the up to date G drive.

Screenshot 2016-03-24 17.37.48… It’s not there at all…

In the end I got the youtube link from the head animator and downloaded it myself. My main concerns with this project is that I won’t be able to get it complete on time due to waiting for the final cut to be finished, without me syncing up the foley and constructing the sonic soundscape for the animation only to have the timings changed. In the past when I’ve worked with animators they always seem to say “don’t worry the timings wont change” but they always do! It becomes a real problem!

The music for this piece however is mostly completed, and will be posted on this blog soon. My plan for the coming weeks is to sit down again with both groups and discuss how we’re going to get these projects completed on time and to the correct standard.

The Power Of Opportunity – With Ben Burtt (L1)

Ben Burtt is by far one of the greatest and notorious animation sound designers and sound editors for animation, with his work appearing on some of the greatest films of our time and the owner of countless awards for best sound design.

Screenshot 2016-04-05 00.10.07 (Ben Burtt)

Ben Burrt IMDb: http://www.imdb.com/name/nm0123785/

I want to look at an interview that Ben did back in 2008 with the release of the major Pixar Animation WALL-E, I’m not going to look at how he created the sound… yet. What I’m going to look at is his opinion on one the greatest tools and abilities a sound designer must utilise. The power of opportunity.

Here is a quote from Ben Burtt himself from an interview he did about creating the sound design for WALL-E “You learn that the most important thing that you can do as a sound designer, is to make the right choice, with the right sound, at the right moment in a film.” (Ben Burtt, 2008, Building Sound from the World Up, Available from: https://youtu.be/NsfbXGDw_aA?t=1m19s) with this in mind, there’s an element within this blog that I’ve missed! I’ve talked about working with clients, workload, productivity, finding work, motivation and equipment… but not. Opportunity and timing. In another interview with Ben on the release of WALL-E, he is asked about when he’s not working on any projects or jobs does he still go around recording various sounds and audio… his response was “I’ve learned that the world is a big sound file and if I’m not prepared to just collect things, all the time then I will miss opportunities, because a lot of the best sounds have been found by accident, I just hear something and run over and get it. And yes a week doesn’t go by or a trip doesn’t go by that I haven’t gone out to record something, and even on this press chunk I’ve been recording things, there was this great squeeky door at this catherderal at the Notre Dam in Paris, and I got it! So some day if we need that squeeky door in a movie… I’ll have it.” (Ben Burt, WALL-E, Sound Design Interview, Available From: https://youtu.be/01gj9SqTSJI?t=2m35s) So as demonstrated by one of the godfathers of sound design himself, it’s imperative for a sound designer always to be on the lookout for new sounds, always keeping an ear open if you pardon the pun.

Of course not everyone can have a microphone on them at all times, well not always a high quality microphone. As mentioned in an earlier blog post the Zoom H4N microphone is a handy portable microphone which you can have on you ‘one the go’ but… something that caught my attention recently was this. Now in this day and age, a lot of people have iPhone’s… they seem to be one of the most used modern tools of the 21st century with the capability to do almost anything. But now with the help from Zoom you can now record sound in stereo from your phone, apparently it’s “mid-side stereo made easy”. The product itself is known as the Zoom iQ5 and can work with any iPhone 5th generation and up and any iPad 4th generation and up.

Screenshot 2016-04-04 23.49.00 (Zoom IQ5 – iPhone Recorder)

It simply plugs in the the charging point to your iPhone/iPad and with the handy software that comes with the product, turns your phone into a professional recording device. This is very handy for starting out Sound Designers at only about £50 from Gear4Music … it almost seems like a steal, here is a short conclusive review from the writers at Ask Audio on what they thought of the product.”The iQ5 microphone from Zoom is a compact and great sounding alternative to using the built-in microphone on your lightning-capable iOS device. I used it for 2 weeks in a variety of different ways and was pleasantly surprised at how capable it was. It’s no surprise that the iQ5 has found its way into my camera bag as a piece of kit I want to always have with me.” (Ask Audio review on the new Zoom IQ5 recorder. Available from: https://ask.audio/articles/review-zoom-iq5-mini-mic-for-iphone)

Now back onto the main point, opportunity. Ben talks about the relations he has with his family & friends with his work, he describes how generally whenever there is a family member that is sick, like has a cough, he will generally record it! He spoke about how his friend had a busted fan, so he recorded it! One of the key elements here obviously then as also stated by Moroz … is to just … Record Everything! if you have a sound library as large as you can get … you’re always less likely to ever run out of sounds. It is also vital for a sound designer to always update his library, due to copyright some of the sounds that you use in a project may end up being exclusive to that project itself, and plus nobody wants to hear the same sound effect over and over again, it’s just boring and lacking in creativity! How does one ever expect to succeed and progress by constantly using the same tools.

Cue Sheets, Working with clients + General Updates

Over the past few weeks I’ve been experimenting with sounds and styles of music making sure that everything is up to scratch with what I’m working too. I edited the sound of a crow I recorded for Guardians piece within Izotope RX, as I am new to RX I decided to look at the in’s and outs of all it’s processes. Something I found quite interesting was, its pitch and time feature. For the reasons of experimentation with sound relating to learning outcome 5 where I aim to expand my range of editing skills with audio and sound. I succesfully managed to transform a recording of a crow into … some form of monster, as demonstrated below.

 

The animators from guardian recently updated the cue sheet of sound fx and cue’s I gave to them, which is helpful as it’s more of a two way working relationship.

12788407_10154092583217369_1202931271_o (New Cue Sheet and FX for Guardian)

I’ve found working with the animators an designers from Guardian to be a lot better and more productive as they seem more organised and for the lack of a better term ‘on the ball’. Communication is a lot easier as well and there is a better understanding of what the task is. They constantly post updates in a group on Facebook of all the work they are doing, any edits, idea, etc. Example shown below. (L1)

Screenshot 2016-03-13 17.34.21

 

 

Unfortunately I’ve found communication with the other animation team a little more difficult, they don’t really have any regular production meetings, so sometimes communication can be a bit tough, but the deadline for the Rough Cut of their animations is on Friday 18th, I’ve asked both groups for a picture lock date but neither have set a date in stone for the finished product. I’ve arranged a production meeting with them both in the following week to discuss a picture lock date and create an appropriate plan with updates from both teams each week! Screenshot 2016-03-13 18.37.43

With better communication working with both teams will increase the productivity and work flow of this project by miles.

A recent update from the satsuma team basically gave me a brief overview of the work they have to do after submitting their rough cut which is…

Screenshot 2016-03-13 19.12.15

 

After meeting with both teams, I will post a list and a timeline of work as it is to be done and when it will be finished, I will more than likely do this in a gant chart.

 

“To Become A Sound Designer” – Philip Moroz – (L1)

The book To Become A Sound Designer is written as a handbook of advice, tips and tricks for aspiring sound designers. This is a literature review of the book and an overview of some of the key tips and tricks inside that can help boost your understanding and work ethic as a sound designer by miles. Throughout this book, many of the topics that he outlines within working with sound, relate to my first learning outcome, of working as a sound designer in the industry.

Moroz wrote this book all from personal experience and including many of his own encounters from past experiences of starting up as a sound designer, including the gear he started up with, how he used it and what he recorded, the software he used to compile his audio recordings on, and loads of nifty little tricks when working in DAW’s to speed up your workflow and productivity!

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In the opening of the book Moroz talks about starting off, and his first bit of gear that he used to record sound the equipment he used was a Zoom H4n recorder and a Rode NGT-2 shotgun microphone equipped with a pistol grip. The setup itself is very simplistic but also works in both production value of capturing sound and also isn’t too expensive with the Zoom able to purchase for around £150 and the NGT-2 for about the same price. Both pieces of gear are well built and sturdy and also have been my choice of equipment in this project.

His next chapter in his book he talks about motivation, of course motivation is a key element when working as a sound designer especially if you’re working freelance. He states that the hardest point to work is when you lack motivation, this can be due to seeing the works of other sound designers and then you personally undervalue your own work. Moroz’s advice is to not look at the bigger picture, “but what is in front of you at the time” (Moroz 2016) he says that if there is nothing in front of you then that’s your problem – so basically if you’re not working on any projects at the time and instead idolising the works of others then this will cause a lack of motivation. His advice is to use the free time you have when you don’t have projects to experiment and try new things, so that when the workload does come through… you’ll have plenty to work with and progress with your own work.

He also gives some key guidelines that you can stick to when working to help boost productivity and motivation, like setting yourself deadlines. He advises that when you’re setting yourself a deadline, try to set it a little earlier than when you expect to finish a project, this way you will be constantly pushing yourself but remember not to set the deadline too early Moroz states that a little ambition can never hurt anyone, but if you rush the project too much you may end up taking quality out of the final product. Having loads of finished pieces is great! but if the quality isn’t there then that can also result in diminishing your own motivation yet again! so Quality over Quantity.

Moroz talks about relaxation and how it’s undermined but also can be quite dangerous. Without any downtime you wont be able to have those sparks of inspiration, but if you take too much time out from work you’ll end up loosing focus, your idea’s and maybe even the project itself. I too struggle with the balance of time out and time working … I think it’s a very fine line that differs from person to person and only you know when you can get it right. Personally I like to take an hour or two off from a project or when I’m doing my University work I might switch to another project for a while instead of this one, like my dissertation or my case study. But as Moroz said I will generally find myself lost in my dissertation and I’ve almost forgotten what I was writing about in this project.

Moroz also makes a strong point about asking questions, to which I agree. Asking questions about your work and getting opinions is great and can broaden your own image on your work, there may be something you’re missing or overlooking due to just listening to it over and over and eventually your ears will get tiered.

On a final note of this section on motivation Moroz makes a quick point about when you’re working on something and “When it Sounds S#’!” he states that over time… when you keep working at something, and it doesn’t sound like it’s getting any better, a break is needed. He suggests to leave that sound for a couple of hours or days and give yourself time to rethink what’s actually required to formulate the sound you want.

 

In the following chapter of the book Moroz explains the best ways of using what you’ve got in both software and hardware. He starts by saying how backing up your work is imperative, loosing recordings can easily break a project especially if the deadline is fast approaching and you can’t go back to the location to re-record those sounds. He states the same rules apply when buying hardware. If you’re walking round a location with a lot of hardware and gear you’re more and more likely to lose your gear! He says to label all your pieces of equipment with all your contact information which could be the saving grace of a lost recorder, as well as insuring all of your equipment incase of theft and damage, being a sound designer isn’t always cheap, as mentioned before a beginning setup can cost around £300 so when you progress and the more equipment you purchase the more it’s worth, and it’d be lovely to think that everyone in the world is an honest being, but of course you can’t take that risk. This is also something to take heed when hiring equipment out, make sure it’s taken care of, any misplaced pieces of hired equipment may end up costing you more than you bargained for.

When starting out as a sound designer, location sound record artist etc. Moroz reminds us to use our imagination with the equipment we have, he says it’s easy to fantasise about what we don’t have, but we should use this to push the capabilities of what we do have to their limits, constantly trying to get great recordings out of equipment. He stated that he used his startup gear of the Zoom H4N and the Rode NGT-2 lasted him years and that he still uses them occasionally in his work. One thing that I picked up on as quite interesting, he spoke about how once he wrapped his NGT-2 mic in cling film and attached blue tac to the end of it and used it as a makeshift contact mic.

Before buying new equipment it’s known that you should master what you’ve got at the moment, making sure you can get every last bit of quality out of it, so you know it inside and out, not only will this expand your knowledge on your current recording process and method, but when you do purchase new equipment you’ll already have a head start on how to use it. This also links in nicely with motivation… when you know how to use what you’ve got the best possibly standard, you’ll be able to imagine many different ways to perform and improve your work therefore increasing productivity.

 

Moroz talks about styles of a sound designer and more personally “Learning your own style” he states that this just comes down to experience, the more you do, the more you’ll learn about your production method! A great way to learn though is by analysing the methods of others, he says to look up their techniques and tricks on how they record, edit, design and approach a scene and from there you can decide yourself whether you like their style or not and if you want to implement any of their techniques into your own production method.

 

He adds a very handy point for any starting out sound designer about equipment, both microphones, recorders and additional equipment. He starts off by outlining four microphones (Rode NTG-2, Sennheiser MKH416, Rode NT1-A and the AKG C414) and adds a brief description of the mic and it’s uses. Each of these mic’s Moroz has used himself and gives his own opinions on them all, I myself have used the NTG-2 and the AKG 414’s before finding them very precise in providing clarity as well as an overall sturdy build. Below are his thoughts on the microphones.

-Rode NTG-2: “This is a fantastic mic for it’s price. Although it has a low impedance which makes it trouble some to record quiet sounds, it’s a great choice to learn how to overcome hardware downfalls in imaginative and interesting ways.”

– Sennheiser MKH416: “A great mic for production audio and field recording with an impressive track record. Using this for production audio as always been a joy and I would recommend this for experiences operators as its pickup field is fairly acute.”

Rode NT1-A and AKD C414: “If you’re looking for LDCs (large diaphragm condensers) for both foley or voiceover work these mics could be a great choice for you. Both have a different tonality, so try to choose the one that works best for your project.”

On the topic of recorders now Moroz picks out four which he has used and analyses them just like he did the microphones. The recorders he chose are

– Zoom H4N: “Yes the noise floor is high and the battery life drains faster than your wallet at a theme park but this recorder definitely has versatility on it’s side if you’re using it for a variety of applications; for example it has the ability to be used as a 2 track interface, 4 track recorder (2 line ins) and even a guitar tuner. It is by no means the greatest portable recorder in the world but it does have a soft spot in my heart for gear as it undoubtably helped develop my field recording skills in the early years.”

– Sony PCM-M10: “During the time of owning one of these I have begun to believe that this portable recorder is made of pure compressed magic. With a signal to noise ratio of 87dB or greater (1KHz IHF-A) when set to 24 bit it’s incredibly low. It’s rugged and has a battery life that seems to last generations.”

– Sound Devices 702 and 744T: “Overall fantastic and robust recorders. They are very user friendly and have many exceptional functions such as their built in limiters and storage options. Although they are on the pricy side they have been the staple recorder for many situations in the past.”

So there, Moroz has given us a brief overview of four different mics and recorders which he has used in the past and labelled their positives to give starting up and up and coming sound designers an overall picture of what to look for within equipment. In my personal opinion, I do enjoy using the Zoom h4n as I find it very user friendly and easy to handle and also comes with a stereo input on just the recording device itself, so if you didn’t have a microphone to hand although of course it’s advised, you can still get a decent recording.

He also adds in about other equipment that you’re going to need especially when recording sound on location, such as boom poles, flight cases headphones and windshields for you mics.

 

Towards the end of his book, Moroz writes about the one thing we all want to know … how to get work. He says that in the entertainment industry there is no real right or wrong way to get work. He suggests to look at what software a company uses and learn it inside and out so they don’t have to waste any time training you. He inputs a piece of advice given to him back in 2014, where it basically states to just keep emailing employers, but making sure that the emails do not consist of any grammatical errors. Sending out CV’s and cover letters to all companies that you may wish to work at, but not just sending it to the company try to get the email address of the employee you specifically want to speak to or emailing straight to the human and resources dept. He states to be formal and professional and not to start the email off with ‘Hi’, making an impression is everything. I will be adding an extra blog post on a guest lecture we had from Mark Hill who is a sound designer at Soho Square Studio’s in London, who had some pretty interesting idea’s in coming out of university and getting a job in sound design in the real world.

A few other tips and tricks Moroz add’s to project professionalism are simple things like adding a email signature and adding your number in the standard arrangement of your country.

Creating an online presence such as LinkedIn, Twitter, Vimeo, Facebook and Youtube. The more they have to see of you and your work… the better.

 

There are a couple of extra points that Moroz makes throughout his book, which I want to go over other blog posts, such as the use of software and DAW’s whats best? why? and little cheats for these DAW’s to make production faster… and technical terms of working with film such as picture lock dates and so forth.