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	<title>Designing Sound &#187; war</title>
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	<description>The Art and Technique of Sound Design</description>
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		<title>&#8220;Fallout: New Vegas&#8221; &#8211; Exclusive Interview with Audio Director Scott Lawlor</title>
		<link>http://designingsound.org/2010/12/fallout-new-vegas-exclusive-interview-with-audio-director-scott-lawlor/</link>
		<comments>http://designingsound.org/2010/12/fallout-new-vegas-exclusive-interview-with-audio-director-scott-lawlor/#comments</comments>
		<pubDate>Tue, 14 Dec 2010 21:02:17 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[ambiences]]></category>
		<category><![CDATA[fallout new vegas]]></category>
		<category><![CDATA[field recording]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[implementation]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[scott lawlor]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[war]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=7529</guid>
		<description><![CDATA[I love the Fallout franchise. The gameplay style is fantastic, the technology is top notch and all the places and stories are really unique. After the success of Bethesda with the great Fallout 3, now the turn is for Obsidian, who released &#8220;Fallout: New Vegas&#8221;, a new installment of the game which bring us to &#8230; <a class="btn read-more" href="http://designingsound.org/2010/12/fallout-new-vegas-exclusive-interview-with-audio-director-scott-lawlor/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a href="http://designingsound.org/files/2010/12/Fallout_New_Vegas.jpg"><img class="size-full wp-image-7531 aligncenter" src="http://designingsound.org/files/2010/12/Fallout_New_Vegas.jpg" alt="" width="645" height="399" /></a></p>
<p>I love the Fallout franchise. The gameplay style is fantastic, the technology is top notch and all the places and stories are really unique. After the success of Bethesda with the great <strong>Fallout 3</strong>, now the turn is for <strong>Obsidian</strong>, who released &#8220;Fallout: New Vegas&#8221;, a new installment of the game which bring us to a journey through the world of <strong>New Vegas</strong>, a post apocalyptic interpretation of Las Vegas.</p>
<p>Below you can read an interview with audio director <strong>Scott Lawlor</strong>, who tell us how the audio team created the amazing sound of New Vegas.</p>
<p><strong>DS: How early you started to work on &#8220;Fallout: New Vegas&#8221;? How was your relationship with the different dev teams on pre, pro and post stages?</strong><strong> </strong></p>
<blockquote><p><strong>SL:</strong> Back in early 2009, only a few months after the release of Fallout 3, we started to get the first inclinations that we were going to be working on the next installment of the Fallout franchise. Needless to say, everyone was excited to have a chance to work on the game. From the many ex-Black Isle vets who worked on Fallout 1 and 2, to those who were new to the series, we all felt that this game was going to be something special.</p>
<p>Bethesda was very forthcoming with any information we needed, and helped all of us get up to speed on the new toolsets. From here we were able to help solidify the plans of how we hoped to move forward and what technologies we wanted to improve upon for this project. We set out four major goals for the project; realistic and open sounding weapon fire, dense and creepy ambiences, deep and well-acted dialogues, and reactive and adaptive music. In the preproduction phase, we laid the groundwork to make these things technically possible by updating aspects of the engine and planning out the systems.</p>
<p>For the music and dialogue in New Vegas, it was important that we begin working with our external partners as soon as possible. We started working with Inon Zur for the game’s music and with Blindlight for the voice over production. Early on, it was important to make sure we were defining the style of the music and dialogue that would best match the change in setting to the Mojave Wasteland. We drew heavily upon Southwestern and rural influences but always tried to keep an updated, sci-fi feel in mind. This is the Southwest of the future.</p>
<p>At Obsidian, the Audio department supports all projects simultaneously. Over the course of the development of New Vegas, we were also finalizing Alpha Protocol and beginning work on Dungeon Siege III. By February of 2010, New Vegas became the number one priority. It was at this time that I would say that we fully started production in earnest. At this point a lot of work had been done on the global systems – including creatures and weapons – but little work had been done on the locations in the game. Once we really started to dig in, the scope of the game started to become apparent. It was a real eye opener. No one in the Audio department had worked on a game of this scale before. To give some idea of the scope: there are over 55,000 lines of dialogue in one language (a quarter million in total with all translations included), hundreds of uniques locations, countless miles of open wasteland, hundreds of quests and unique NPCs and a ton of weapons and creatures to support.<ins datetime="2010-12-13T12:30" cite="mailto:Scott%20Lawlor"></ins></p>
<p>The final stretch of the project came in July and August of 2010. At this point, all of the dialogue was being recorded, the music was mostly complete, and the majority of the global sound effects assets were created. It was time to make sure that we covered the huge expanse of the game. I can&#8217;t say enough about what an amazing job my Audio team did during this time. Andrew Dearing, Justin Bell, Mikey Dowling, and Jonathan Pendergrass gave their all to the project. It meant long hours and a good amount of stress, but in the end, we all felt that we accomplished all of the goals we had set out for on the project. So far, the reviews of the game have seemed to agree. We are extremely happy to see the positive reception that Audio has had on this project.</p></blockquote>
<p><span id="more-7529"></span></p>
<p style="text-align: center"><a href="http://designingsound.org/files/2010/12/Scott_Lawlor_Fallout_New_Vegas.jpg"><img class="size-full wp-image-7534 aligncenter" src="http://designingsound.org/files/2010/12/Scott_Lawlor_Fallout_New_Vegas.jpg" alt="" width="645" height="389" /></a></p>
<p><strong>DS: In terms of sound… what are the new features and differences in Fallout: Vegas compared to Fallout 3?</strong></p>
<blockquote><p><strong>SL:</strong> In Fallout: New Vegas, we set out to focus on a few specific features in the game; weapons, ambiences, music, and dialogue. Almost all of the changes we made to the engine were done to support these goals.</p>
<p>For weapon fire, we wanted to portray a strong sense of space and distance. We wanted to hear the sound of the weapons reflecting off of the distant rocks and reverberating through the open desert. We added functionality to have layered weapon sounds based on distance, and designed the weapon sounds with this in mind. This also meant going back to all the weapons from Fallout 3 and updating the sounds to reflect the new direction and add the distant sound layers.</p>
<p>For ambience, we mostly used the existing systems except for one key addition. We added the ability to attach sounds directly to the art objects that the designers would place in the game. For example, when we added a wood creak sound to the wooden telephone poles in the town of Goodsprings, that sound would automatically propagate to all of the telephone poles in the world. This was a key feature for us. We added subtle sounds to anything we could from broken down cars to piles of dirt. The more subtle sounds we added on the objects the more the ambience would come to life. Every fence, billboard, water tower and sign has sounds attached to it, and really pulls the player into the world. We also changed the physics system to respect the velocity of the objects and change the volume and pitch of them as they fell. This really helped the rooms where the player could interact with a lot of objects.</p>
<p>We completely redesigned the music system into a location based and layered system. The intention was to create a musical experience that sounded more intentional and composed as the player roamed the Wasteland. For more information on the music system, please see the article I wrote on the subject over at <a href="http://www.gamasutra.com/view/feature/6173/the_music_of_the_mojave_wasteland.php">Gamasutra</a>.</p>
<p>The game design team rewrote the dialogue tool with a hierarchical, tree-like structure that allowed them to create deeper dialogue structures.  This allowed the conversations to have a more natural flow, which ended up helping the actors’ performances. We also tried to make sure to increase the number of actors for the unique characters and the generic voice types.</p></blockquote>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>DS: Players have a lot of freedom on this game, You can make many different choices in every moment. How this affect the way you design or implement the sounds in the game?</strong></p>
<blockquote><p><strong>SL:</strong> Yes, the amount of choice the player has affects us directly! It is a real challenge to address this. I&#8217;m not sure there is any sort of &#8220;magic bullet&#8221; solution. Communication with the design team is key. We had to keep in direct contact with the designers about all of the quest details. We also needed to rely heavily on the QA department, both internally, and at Bethesda, to let us know if sounds were missing from certain portions of the game.</p>
<p>One thing we did to make dealing with such a large scope more manageable was to make templates for music and ambience that could be shared throughout some of the locations in the game. We then had to play through every location in the game taking notes on what type of ambience, music, reverb, and emitters we wanted in each location. Each location then had a template assigned to it. This was a good way to get a quick first pass of music and ambience. The next step was making sure the more important unique locations in the game had unique music and ambience set up. The Strip and the casinos are a perfect example of this. We relied heavily on walla and off screen one shots in these locations to give the impression of a living and breathing city that exists in the middle of this post-apocalyptic desert.</p>
<p>The use of the templates allowed us to cover the scope of the game relatively quickly. Playing through the critical path and focusing on the unique locations in the game is what gives the world its charm.<br />
<strong> </strong></p></blockquote>
<p><strong>DS: How much field recording was needed? Could you tell us about the sources you recorded for the different sounds of the game?</strong></p>
<blockquote><p><a href="http://designingsound.org/files/2010/12/Scott_Lawlor_Recording_Fallout_New_Vegas.jpg"><img class="alignright" src="http://designingsound.org/files/2010/12/Scott_Lawlor_Recording_Fallout_New_Vegas.jpg" alt="" width="300" height="316" /></a></p>
<p><strong>SL:</strong> At Obsidian, we try to record as much of our own source material as we can, utilizing a Sound Devices 702 and a Sanken CS5. For New Vegas we went on a number of field recording trips:</p>
<ul>
<li>Anza Borrego State      Park &#8211; We traveled out to the desert and camped out, getting all kinds of      sounds: rocks slides, digging, brush footsteps and whatever we could find.</li>
<li>Weapon Shoot in Piru,      CA &#8211; We were able to tag along with a friend on a weapon shoot. We were      able to capture the distant sound of the weapon fire which was a perfect      for New Vegas, since our goal was to add an element of space to the      weapons we created.</li>
<li>Tumbleweed &#8211; We wanted a real tumbleweed for      the physics object in the game. We ended up finding one on the side of the      highway, bringing it back to our recording room and dismantling it.      Authentic tumbleweed!</li>
<li>The quest for the      perfect wood footsteps &#8211; the wood footsteps in the game are from a number      of sources:
<ul>
<li>Trip       to Panamint City &#8211; a ghost town in Death Valley National Park. We found a       bunch of abandoned structures and odd sounds along the way.</li>
<li>Trip to Paramount Ranch &#8211; an old Hollywood       movie set out in the Santa Monica Mountains.</li>
<li>Multiple other attempts at finding just the       right amount of creakiness.</li>
</ul>
</li>
<li>Physics sounds &#8211;      Almost all of the physics objects in the game were recorded in the booth      at Obsidian with objects found around the office or our homes.</li>
<li>Walla &#8211; We wanted the      walla in the Strip and the casinos to set just the right mood. This meant      a bunch of searching for the right place to record walla.
<ul>
<li>Newport Beach bars last call &#8211; the bars at Newport       Beach had the right type of environment for the type of walla we were       after. The drunken screams reflecting off of the building were a huge       part of the sound on the Strip in New Vegas.</li>
<li>The Outdoor Mall across from Obsidian &#8211;       perfect for the daytime ambience of the Strip.</li>
<li>Various hotel lobbies &#8211; great for casinos.</li>
<li>Recording in the Obsidian Lobby &#8211; we got a group of 15 or so developers together in our lobby and directed their performance. This is a big part of the sound of the casinos in the game, especially the Gomorrah.</li>
</ul>
</li>
</ul>
</blockquote>
<p style="text-align: center"><a href="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Screenshot1.jpg"><img class="size-full wp-image-7536 aligncenter" src="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Screenshot1.jpg" alt="" width="645" height="403" /></a></p>
<p><strong>DS: In the tech diary we saw that the developers did a lot of work on the weapons, giving all kind of details, different performances, many different types of weapons, etc. How was this handled on the sound design side?</strong></p>
<blockquote><p><a href="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Guns.jpg"><img class="alignright size-full wp-image-7539" src="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Guns.jpg" alt="" width="250" height="188" /></a></p>
<p><strong>SL:</strong> In Fallout: New Vegas there are a ton of new weapons. Andrew Dearing worked with every single weapon sound in the game. All the old Fallout 3 weapons were reworked to account for our goals of making the guns sound more distant and &#8220;live.&#8221; Andrew would do a pass and I would review the results along with our Project Director, Josh Sawyer. Josh was focused on making sure the guns were represented as accurately as possible. He drew upon his extensive experience with the weapons to guide the sounds toward something that was appropriate for the caliber of the weapon as well as how powerful it is in the game. We also recorded the shell drops for each of the different calibers and made sure that the physics sounds for the shells hitting the ground were accurate to the gun.</p>
<p>One of the troubles we ran into with weapon sounds was a limitation of how the engine loads sounds for an open world game. New Vegas uses a loose file system. This means that sounds are loaded on an &#8220;as needed&#8221; basis. This means that the system gives priority to sounds that are already loaded and it meant that the weapon fire sounds would sometimes not sound as random as we would have liked.</p></blockquote>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p style="text-align: center"><a href="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Desert.jpg"><img class="size-full wp-image-7538 aligncenter" src="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Desert.jpg" alt="" width="645" height="362" /></a></p>
<p><strong>DS: Being post-nuclear Vegas, with lot of desolated areas and desert wastelands… What kind of sources you recorded for recreate those places? What were your goals on the sound of backgrounds and different ambience of the game?</strong></p>
<blockquote><p><strong>SL:</strong> The ambience, along with the music in Fallout: New Vegas is largely responsible for the atmosphere of the game. There were a large amount of locations in the game that relied on Audio to sell the experience to the player.</p>
<p>In the open Wasteland we put a lot of work into making sure the transitions between the times of day were fluid and seamless. In order to do this, we added two more times of day for the ambient loops, dusk and dawn. The background loops themselves ended up being fairly static, without a lot of motion. We did this to keep repetition to a minimum. The more noticeable and recognizable sounds are called through the one shot system. This also allowed us even more flexibility with the time of day. We could start to call the one shots of a single bird waking up before dawn and the one shots of the wind gusts could peak in frequency and intensity at different times throughout the day. It kept the entire ambient bed in the Wasteland feeling dynamic and fresh, no matter how long the player is listening for. The Wasteland also needed a sense of danger in its ambience so we added plenty sounds of distant screams, glass breaks, and muffled explosions.</p>
<p>In certain ways, we also treated the music as part of the ambient system. We never wanted them to be fighting each other. For this reason, there is a very minimal music layout in the open Wasteland. When the player is out in the middle of the desert without a town in sight, the music plays in a matter that is similar to the one shot system described above. Bits of music come and go in small bursts and blend with the sounds of the Wasteland itself. The music also builds upon itself as the player moves towards locations of interest in the Wasteland. Hopefully the experience is all very seamless and natural to the player and it just feels right.</p></blockquote>
<p style="text-align: center"><a href="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Screenshot2.jpg"><img class="aligncenter" src="http://designingsound.org/files/2010/12/Fallout_New_Vegas_Screenshot2.jpg" alt="" width="645" height="403" /></a></p>
<p><strong>DS: How was your approach on the mix? There are a lot of desert scenes and all kind of perspectives for the events… How you dealt with distance and perspectives in the interactive mix?</strong></p>
<blockquote><p><strong>SL:</strong> The overall mix of the game is a very iterative process. It isn&#8217;t like a movie where you sit down after everything else is complete and mix the game. It is important to make sure you are setting up a baseline early in the process and mixing to it. Sometime back in the Spring of 2010 we sat down with a couple of other games and got a few reference levels to make sure were weren&#8217;t coming in too quiet or loud. We then set the main menu music of the game at a level that sounded appropriate since that is something we will be mixing against every time we launch the game. From here, ambience was next. We had to make sure the levels of the ambient beds were set just right. From there, the game largely mixed itself. The game’s engine doesn&#8217;t have a ton of bussing control or mix snapshots so we were mostly just focused on making sure we had one good solid mix. The guns should be loud and satisfying and you always need to hear the dialogue. It is a delicate process but it something that happens over many months as sounds are added to the game. Each one us on the Audio team was responsible for mixing our own assets as we added them and we would constantly adjust as we did our playthroughs and as we took notes on our experience.</p>
<p>Part of what helps make this process go smooth is that I stress that everyone at Obsidian does their sound design over video captures of the game. When we design to video, we are subconsciously making those mix decisions as we design the sound itself.  It is easy to make a sound that sounds good on its own, but to make it fit in with the environment as a whole; it is another issue all together. This is especially true when designing sounds that happen at a distance.  Perspective in this game is important because of the vast space that it covers. Altiverb was a huge part of how we were able to make sure that the distant sounds had the right perspective and designing this in relation to video was crucial.</p>
<p>Overall, the combination of setting strong reference levels, and working to video plus endless hours of playthroughs, and note taking made the process go fairly smooth. This project had its share of stresses, but in the end it is a complete soundscape that we are all proud of. We hope everyone enjoys it as much as we loved making it.</p></blockquote>
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		<slash:comments>4</slash:comments>
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		<title>Friday Game: Looking for Chicken Clucks in &#8220;Saving Private Ryan&#8221;</title>
		<link>http://designingsound.org/2010/10/friday-game-looking-for-chicken-clucks-in-saving-private-ryan/</link>
		<comments>http://designingsound.org/2010/10/friday-game-looking-for-chicken-clucks-in-saving-private-ryan/#comments</comments>
		<pubDate>Fri, 15 Oct 2010 17:28:53 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[charles maynes]]></category>
		<category><![CDATA[chicken clucks]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gary rydstrom]]></category>
		<category><![CDATA[saving private ryan]]></category>
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		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[treg brown]]></category>
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		<category><![CDATA[war]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=6822</guid>
		<description><![CDATA[Charles Maynes sent me this video of an scene from Saving Private Ryan (which by the way is one of my favorite scenes in films ever) and asked me if I could hear some cool chicken clucks included in a particular moment of the scene. And he adds: This would be a great example of &#8230; <a class="btn read-more" href="http://designingsound.org/2010/10/friday-game-looking-for-chicken-clucks-in-saving-private-ryan/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2010/10/friday-game-looking-for-chicken-clucks-in-saving-private-ryan/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Charles Maynes </strong>sent me this video of an scene from <a href="http://www.imdb.com/title/tt0120815/">Saving Private Ryan</a> (which by the way is one of my favorite scenes in films ever) and asked me if I could hear some cool chicken clucks included in a particular moment of the scene. And he adds:</p>
<blockquote><p>This would be a great example of Gary Rydstrom doing a Warner Brothers Cartoons homage to Treg Brown, who always tried to never use an appropriate sound in a sequence.</p></blockquote>
<p>So, let&#8217;s play something: <strong>Who would be the first one to find the chickens in the video?</strong> (I know where the chicken clucks are but&#8230; it&#8217;s friday! so let&#8217;s have some fun).</p>
<p>I can hear those sounds quite clearly, however we can&#8217;t confirm that those sounds are true chicken clucks. What do you think?</p>
<p>Thanks to <strong>Charles </strong>for the link.</p>
]]></content:encoded>
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		<title>Charles Maynes Special: Sound for War Films [Pt. 2] – “Flags of Our Fathers” and “Letters from Iwo Jima”</title>
		<link>http://designingsound.org/2010/06/charles-maynes-special-sound-for-war-films-pt-2-flags-of-our-fathers-and-letters-from-iwo-jima/</link>
		<comments>http://designingsound.org/2010/06/charles-maynes-special-sound-for-war-films-pt-2-flags-of-our-fathers-and-letters-from-iwo-jima/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 16:53:34 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[specials]]></category>
		<category><![CDATA[charles maynes]]></category>
		<category><![CDATA[charles maynes special]]></category>
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		<category><![CDATA[films]]></category>
		<category><![CDATA[flags of our fathers]]></category>
		<category><![CDATA[gary rydstrom]]></category>
		<category><![CDATA[guns]]></category>
		<category><![CDATA[letters from iwo jima]]></category>
		<category><![CDATA[saving private ryan]]></category>
		<category><![CDATA[sound design]]></category>
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		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4767</guid>
		<description><![CDATA[In the films “Flags of Our Fathers” and “Letters from Iwo Jima” the challanges were different but not by a huge margin- Alan Murray, longtime Supervising Sound Editor for Clint Eastwood, was very committed to making an accurate and dynamic track for the Battle of Iwo Jima, and had a special investment in the effort &#8230; <a class="btn read-more" href="http://designingsound.org/2010/06/charles-maynes-special-sound-for-war-films-pt-2-flags-of-our-fathers-and-letters-from-iwo-jima/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" src="http://designingsound.org/files/2010/06/Sound_for_War_Films.jpg" alt="" width="456" height="303" /></p>
<p>In the films “Flags of Our Fathers” and “Letters from Iwo Jima” the challanges were different but not by a huge margin- Alan Murray, longtime Supervising Sound Editor for Clint Eastwood, was very committed to making an accurate and dynamic track for the Battle of Iwo Jima, and had a special investment  in the effort since his father was a USMC tank crew member in the battle. Alan is well used to going about making high quality sound tracks for the films he has worked on, and this was certainly not an exception to that- We (Alan, myself, and the ever talented and affable John Paul Fasal) were able to do a number of recording sessions for the films- recording the small arms used in the film with Dave Fencil, the key armorer here in Los Angeles, we also recorded bullet impacts and grenade explosions with armorer Gary Harper down at the Maupin Ranch in San Diego (with a hand cranked 1890’s Colt Gatling gun) to recording tanks, artilliery and explosions with the First Marine Division at 29 Palms Marine Corps base in the California high desert, and finally, also recorded an F4U and P51 Mustang in Paso Robles for the film.</p>
<p><span id="more-4767"></span></p>
<p><strong>Flags of Our Fathers</strong></p>
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<p><strong>Letters From Iwo Jima</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="570" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/8vFrTGH9-Ko&amp;hl=en_US&amp;fs=1&amp;color1=0x5d1719&amp;color2=0xcd311b" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="570" height="350" src="http://www.youtube.com/v/8vFrTGH9-Ko&amp;hl=en_US&amp;fs=1&amp;color1=0x5d1719&amp;color2=0xcd311b" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>One thing about the overall landscape of war films (at least as far as I am concerned is the notion of “high” and “low” fidelity sounds, and the extreme usefullness of archival recordings as a legitimizing sort of element to sell the reality on screen- Gary Rydstrom echoed this notion in the commentary he did for the soundtrack he developed for the seminal “Saving Private Ryan” throughout that film, archival recordings of World War 2 combat were used as background elements for the battle sequences- you can hear him metioning it <a href="http://uscsoundconscious.blogspot.com/2007/11/sound-and-music-in-saving-private-ryan.html">here</a>&#8230;.</p>
<p><img class="alignright size-full wp-image-4778" title="Flags_of_Our_Fathers" src="http://designingsound.org/files/2010/06/Flags_of_Our_Fathers.jpg" alt="" width="250" height="342" /></p>
<p>“He found real recordings of World War Two battles and discovered they had the &#8216;storm&#8217; quality to them. When he added the final layer of this distant rumble, he felt he had achieved a sense of reality and depth with the intricacy of the war in close perspective and also the sounds of the war on the horizon.”</p>
<p>Another thing I was ablel to take away from Gary’s work on this was the use he made (though according to him it was not entirely intenetional) of Distorted sounds and non distorted sounds to imply danger- My favorite example of this can be seen here, where the Camera POV is in one of the German machinegun bunkers on the Omaha beachhead where we have 2 German gun crews firing MG42 Machine guns at the American assault teams- we can hear the buns in a very sort “high fidelity” quality, with the accompanying details of shell casing drops and the guns action. and in the midst of it, a shell impact happens which is somewhat distorted. This implies a power which the dynamic range of the medium cannot contain, and allows a sharp, though subliminal impartation of the violent forces which are confronting our heroes- I personally feel it to be a quite significant and marvelous technique for making the landscape extremely dangerous and real&#8230;.</p>
<p>Take a look at the 2:30 mark&#8230;.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="570" height="345" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/QvsZKyC3Rpk&amp;hl=en_US&amp;fs=1&amp;color1=0x5d1719&amp;color2=0xcd311b" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="570" height="345" src="http://www.youtube.com/v/QvsZKyC3Rpk&amp;hl=en_US&amp;fs=1&amp;color1=0x5d1719&amp;color2=0xcd311b" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>One of the things I have noticed is that there is a certain adherence in that track to Walter Murch’s “Rule of Two and a half” which really sort of puts to paper the concepts of modern “Hyper-Real” sound design- Using that rule, the landscape tends to favor the principal characters POV, vs a third party “God” perspective to whats happening on screen- so in those cases, it tends to be a little less cluttered with surrounding sounds vs the most obvious sounds on screen- Gary elucidates this notion in the SPR commentary as well-</p>
<p>“In the beginning of the film, in the Omaha Beach scene, Rydstrom wanted to recreate the experience of being shot at. For this scene he broke the scene into important elements. The most important elements were bullet impacts. For the pre-mix of the bullet impacts he had cue sheets stacks thick as phonebooks.”</p>
<p>Though it might seem obvious after viewing the film, the danger on the beach wasnt from the guns, or artilliery being fired at our heroes, but the small bits of metal travelling at supersonic speed that ripped the Americans bodies apart. The noise is surely immense from those guns and cannons, but when we carefully look at the mix decisions that were approved by Steven Speilberg and the producers we see all sorts of interesting decisions which might not seem entirely obvious.</p>
<p><img class="alignright size-full wp-image-4779" title="Letters_from_Iwo_Jima" src="http://designingsound.org/files/2010/06/Letters_from_Iwo_Jima.jpeg" alt="" width="270" height="287" /></p>
<p>The first fo these that I noticed in the theatre were the relative levels of the guns used by Captain Millers’ squad- the first, is the exceptionally iconic sound of Tom Hank’s Thompson M1 sub machine gun- it is, in my opinion, the coolest sounding gun in the film, and perhaps one of the coolest sounding guns ever&#8230; It is bold, and loud, and just is entirely awesome sounding almost evertime we hear it- oddly though, when we have the squads M1 Garand’s and Private Jacksons’ (Barry Pepper) Springfield 1903 shooting alongside it, they seem quite small and unimpressive considering that they are MUCH more powerful, and louder weapons.  There are some moments when Peppers’ Springfield are huge sounding, as it is in the Romelle bell tower, but for the most part, Hank’s Thompson is the King of the battlefield.</p>
<p>I am hoping I havent lost anyone on this, but I think it is of some value to take a brief geeky detour and look at the gun that Hanks’ used, why it might have been addressed in the manner that it was&#8230;. (and since I do consider myself a military history buff, it is something I have spent some time researching)- the Thompson Submachine gun has a unique and iconic history in American culture- It was developed at the end of the first World War as a “trench broom” much like the nearly as iconic Browning Automatic Rifle that Ed Burns’ character Private Rieban carried. It was designed to be a fast firing close quarters weapon which could stop MANY men at once- (as illustrated in SPR when Ted Dansen and his squadmate laid waste to the German squad which were surprised by the wall collapse in the first village battle in SPR-</p>
<p>View at about 6 minutes to see what these guns are designed to do&#8230;.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="570" height="345" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Y5-tm5w7yzQ&amp;hl=en_US&amp;fs=1&amp;color1=0x5d1719&amp;color2=0xcd311b" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="570" height="345" src="http://www.youtube.com/v/Y5-tm5w7yzQ&amp;hl=en_US&amp;fs=1&amp;color1=0x5d1719&amp;color2=0xcd311b" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>That sort of effect was first brought into the collective attention of the population with the Saint Valentines Day massacre in the 1930’s and the Thompson earned the nickname of “The Chicago Typewriter”. Interestingly- the Thompson in real life is a quite UN-remarkable sounding gun, due to it firing a pistol caliber cartridge- “Typewriter” moniker came from it sounding, well, like a mechanical typewriter&#8230; It is very “clacky” and not huge sounding&#8230;. like most pistols actually. Yet, due to the kind iconic reputation the Thompson legend has forwarded, we sound folks HAVE to make it THE baddest ass sounding gun ever. The one Thompson we had in Flags, was built to sound bad-ass as well, and in its case, I used a two gun layer to make it sound appropriate- mixing a Thompson 1928, with an English Bren Light Machinegun to bigify it&#8230;</p>
<p>The battlefield challanges on Flags and Letters were massive- and had a huge amount of talent and creativity applied to them by the sound team doing the editorial led up by Alan and Bub Asman, and the foley and fx crew built an amazing tapestry that immersed the audience. the FX crew consisted of Jay Jennings, Jason King and Steve Mann and the Foley was directed by Michael Dressel with editorial support by Valerie Davidson- the Foley was done by the insanely great Dan O’Connell and the team at One Step Up, who have surely run out of wall space to put all the onesheets of the films they have worked on&#8230;.</p>
<p>I could go on for hours talking about that experience, but perhaps if anyone wishes to hear anything specific, I can try to address it in the Q &amp; A.</p>
<p><strong>SOUND EXAMPLES</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fdistant-war-archival-50-speed&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fdistant-war-archival-50-speed&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" allowscriptaccess="always"></embed></object></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fdistant-war-archival-100-speed&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fdistant-war-archival-100-speed&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" allowscriptaccess="always"></embed></object></p>
<p><strong>DISTANT WAR &#8211; </strong>These are similar (or possibly the same) distant battle sounds used in SPR for the backdrop on the Omaha Beachhead</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fgreat-raid-o-designed-o-browning-automatic-rifle-o-30-06-o-the-great-raid-3-1&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fgreat-raid-o-designed-o-browning-automatic-rifle-o-30-06-o-the-great-raid-3-1&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" allowscriptaccess="always"></embed></object></p>
<p><strong>GREAT RAID • DESIGNED • BROWNING AUTOMATIC RIFLE • 30.06 • THE GREAT RAID &#8211; </strong>Here is one of the final weapons from the Great Raid- the PFX is evident, but a more explosive muzzle blast and bolt cycling layer has been added to create a mre dramatic closeup weapon sound.</p>
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<p><strong>Production Browning Automatic RIfle from The Great Raid- (PFX &#8211; GREAT RAID • B.A.R. LONGER BURST) -</strong> This recording, done by Paul &#8220;Salty&#8221; Brincat, is a wonderful thing- the ambience around the gunshot sounds fantastic, and it was the foundation for the designed BAR&#8217;s in the Great Raid.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fproduction-fx-o-distant-gunfire-2&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fdesigningsound%2Fproduction-fx-o-distant-gunfire-2&amp;show_comments=false&amp;auto_play=false&amp;color=c31000" allowscriptaccess="always"></embed></object></p>
<p><strong>PRODUCTION FX • DISTANT GUNFIRE &#8211; </strong>Distant gunfire Production Recordings from the Greaat Raid- When your PFX team is making such extraordinary effort the post sound team has a real obligation to make the sound of the film awesome- Again a tip of the hat to Salty and his crew as they provided an ocean of great material. He also was the Production Recordist for &#8220;The Thin Red Line&#8221;</p>
<p><strong>Written by Charles Maynes for Designing Sound</strong></p>
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		<title>Charles Maynes Special: Sound for War Films [Pt. 1] &#8211; &#8220;The Alamo&#8221; and &#8220;The Great Raid&#8221;</title>
		<link>http://designingsound.org/2010/06/charles-maynes-special-sound-for-war-films-pt-1-the-alamo-and-the-great-raid/</link>
		<comments>http://designingsound.org/2010/06/charles-maynes-special-sound-for-war-films-pt-1-the-alamo-and-the-great-raid/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 16:39:14 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
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		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4728</guid>
		<description><![CDATA[In doing sound for the war film several different things have to be considered in building a sort of “creative architecture” for your sound design. Usually these will be driven first by the expectations of the Director / Producer and Picture Editor that you are working for. In most cases they will hope to have &#8230; <a class="btn read-more" href="http://designingsound.org/2010/06/charles-maynes-special-sound-for-war-films-pt-1-the-alamo-and-the-great-raid/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-4743  aligncenter" title="Sound_for_War_Films" src="http://designingsound.org/files/2010/06/Sound_for_War_Films.jpg" alt="" width="456" height="303" /></p>
<p>In doing sound for the war film several different things have to be considered in building a sort of “creative architecture” for your sound design. Usually these will be driven first by the expectations of the Director / Producer and Picture Editor that you are working for. In most cases they will hope to have the sound follow in the path of previous Iconic films or videos such as “Saving Private Ryan”, Blackhawk Down” or “Band of Brothers” &#8211; there are many, many great war films that have terrific sound jobs- so you typically are going in to such projects with very high hopes and expectations.</p>
<p>On the films “The Alamo” and “The Great Raid” I was working with the awesomely talented Jon Johnson- We actually had the two films running concurrently with somewhat erratic, but longish schedules. The great benefit to this though was that we were able to keep in a similar mindset for about a one year period to hone the battle sequences which played a fairly significant role in each film.<br />
<span id="more-4728"></span><br />
<strong>The Alamo</strong></p>
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<p><strong>The Great Raid</strong></p>
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<p>The things that were critical in both the Alamo and the Great Raid was to take Jon’s classic axiom “Drama trumps Reality” to a place which would be dynamically satisfying without getting in the way of the story telling- Something that as a film dubs, with all of its collected sound elements, can be a frustrating experience for a sound effects artisan- But it should not be- because we are in the business of making the ideas of the Director and Editor become real- and sometimes our work is not the focal point in a given moment. But, in not knowing what direction the mix will go in,  we must prepare our work in a manner which allows the most latitude as a scene is put together by the Re-recording mixers and the Director at the dub.</p>
<p>In the practical sense of how these films were put together- Both films were constructed in a sort of piece-meal manner- with the sound team building scene collections vs reels for much of the pre-temp mix period- these allowed us to make bigger sound design decisions as to the sorts of weapons sounds and other characteristic sound directions we would try and refine to tell our story- My role in both these films as far as editorial work was concerned was to address the bigger battle sequences, which included weapons, impacts and explosions for the most part. All of those ended up being pretty big bits of work, especially background battle effects which were created and laid out in mutliple predubs.</p>
<p>For the Alamo- the Predub assignments were as follows -</p>
<ul>
<li>Principal Weapons</li>
<li>Background Weapons</li>
<li>Explosions</li>
<li>Impacts</li>
<li>Bullet and Cannon bys</li>
<li>Background Gunfire</li>
<li>Background Cannons and Explosions</li>
</ul>
<p><img class="alignright size-full wp-image-4744" title="The_Alamo" src="http://designingsound.org/files/2010/06/The_Alamo.jpeg" alt="" width="300" height="204" /><br />
Each of these predubs were 8 channel blocks either mixed to 5.1 + LCR or LCR+LCR+M+M. which were then added to the final mix by Chris Minkler our FX mixer.  The track count for each predub tended to run between 24 and 64 channels of source elements.</p>
<p>In developing the sounds for the film “The Alamo”, The team at Fury and Grace was granted the nearly unbelieveable oppertunity to spend about 30 man days on location during filming to record sound effects on and around the set- this was conducted mainly by Miguel Rivera who spent almost 3 weeks at the location outside of Austin Texas recording the actual filming of the Battle of the Alamo and many other scenes which surrounded it. We also did a 7 day trip with Jon, Michael Stearns and myself being on set for the fall of Bexar and the arrival of the Mexican Army for the seige of the Alamo. During this trip we also were able to record live fire weapons and cannons. On top of all that, at the end of production, Jon and I were able to travel back to the location to record explosives that were left over from filming with the Special effects team&#8230; Mark Johnson the producer, is a great and insightful guy as far as helping sound out&#8230;.</p>
<p>If this was not enough, we also did two additional Cannon recording sessions as well as three different rifle sessions here in Los Angeles.</p>
<p>The collection of recordings we were able to bring to bear after this was over 200 hours of fresh, never before heard materials. If you happened to see the Alamo, the detail present is pretty remarkable, it is a shame it had such a narrow amount of interest.</p>
<p><img class="alignnone size-full wp-image-4745" title="The_Great_Raid_1" src="http://designingsound.org/files/2010/06/The_Great_Raid_1.jpeg" alt="" width="570" height="371" /></p>
<p>On the film The Great Raid, we had a similar schedule and development curve- but we were unable to do much recording due to the way the post schedule and budget evolved- We were able to convince the producers to arrange a recording session with Paul Brincott, who was the production recordist and the key armorer to go through the weapons used in production- Though these were helpful, the location in Australia which was used for the shoot had a lot of insects which made most of the recordings less than ideal-  On the flip side however was the great usefulness of the production and b-roll recordings made during the filming- those sounds provided a nice foundation for the weapons that I designed for the film itself.</p>
<p><img class="alignright size-full wp-image-4746" title="The_Great_Raid_2" src="http://designingsound.org/files/2010/06/The_Great_Raid_2.jpeg" alt="" width="344" height="217" /></p>
<p>On a creative level, one huge issue The Great Raid presented was that (in the story) the Army Rangers were overwhelming to the Imperial Japanese Army opposition force- they had massive firepower and near total surprise- so the element of danger to the the hero force was relatively minimal. This was the case in the historic record as well as the films photography- so in order to make for an exciting engagement, it was important for the Japanese to appear and sound quite fearsome. In most cases, the Japanese weapons looked pretty cool, so providing a “bad-ass” sound for them was not difficult- but when you are cutting between Japanese soldiers with slow firing bolt action rifles, to Rangers with Browning Automatic Rifles, it is obvious who is going to have the bigger sonding weapons&#8230;.</p>
<p>We will be coming back to this topic later this month&#8230;..And taking a look at the films &#8220;Flags of Our Fathers&#8221; and &#8220;Letters from Iwo Jima&#8221;.</p>
<p><strong>Written by Charles Maynes for Designing Sound.<strong/></p>
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		<title>A Hard Battle Between SFX Companies at NAB 2010</title>
		<link>http://designingsound.org/2010/04/a-hard-battle-between-sfx-companies-at-nab-2010/</link>
		<comments>http://designingsound.org/2010/04/a-hard-battle-between-sfx-companies-at-nab-2010/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 17:42:02 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
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		<category><![CDATA[sound effects bible]]></category>
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		<category><![CDATA[the hollywood edge]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[war]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4265</guid>
		<description><![CDATA[See this exclusive footage from a hard and clandestine battle between sound effects companies at NAB 2010. We still don&#8217;t know how many people were injured. Expect more details soon. Just kidding. See how this guys from Blastwave FX, The Hollywood Edge and Sound Ideas had lots of fun at NAB 2010. And Ric Viers &#8230; <a class="btn read-more" href="http://designingsound.org/2010/04/a-hard-battle-between-sfx-companies-at-nab-2010/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="570" height="425"><param name="movie" value="http://www.youtube.com/v/r9fYbjqhJGQ&#038;hl=en_US&#038;fs=1&#038;rel=0&#038;color1=0x5d1719&#038;color2=0xcd311b"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/r9fYbjqhJGQ&#038;hl=en_US&#038;fs=1&#038;rel=0&#038;color1=0x5d1719&#038;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="570" height="425"></embed></object></p>
<p>See this <a href="http://www.youtube.com/watch?v=r9fYbjqhJGQ">exclusive footage</a> from a hard and clandestine battle between sound effects companies at NAB 2010. We still don&#8217;t know how many people were injured. Expect more details soon.</p>
<p>Just kidding. See how this guys from <strong>Blastwave FX</strong>, <strong>The Hollywood Edge</strong> and <strong>Sound Ideas</strong> had lots of fun at NAB 2010. And <strong>Ric Viers</strong> (CEO of Blastwave FX and author of &#8220;The Sound Effects Bible&#8221;) have a message for the &#8220;lazy sound designers&#8221;:</p>
<blockquote><p>Don&#8217;t be a lazy sound designer. Don&#8217;t just &#8220;use&#8221; stock sounds.<br />
Design and create your own sound effects with them.<br />
&#8230; And read &#8220;The Sound Effects Bible&#8221;.</p></blockquote>
]]></content:encoded>
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		<title>Chuck Russom Special: Call of Duty [Exclusive Interview]</title>
		<link>http://designingsound.org/2010/04/chuck-russom-special-call-of-duty-exclusive-interview/</link>
		<comments>http://designingsound.org/2010/04/chuck-russom-special-call-of-duty-exclusive-interview/#comments</comments>
		<pubDate>Mon, 19 Apr 2010 16:02:52 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[specials]]></category>
		<category><![CDATA[audio lead]]></category>
		<category><![CDATA[call of duty]]></category>
		<category><![CDATA[chuck russom]]></category>
		<category><![CDATA[chuck russom special]]></category>
		<category><![CDATA[cod]]></category>
		<category><![CDATA[exclusive]]></category>
		<category><![CDATA[gameaudio]]></category>
		<category><![CDATA[guns]]></category>
		<category><![CDATA[implementation]]></category>
		<category><![CDATA[infinity ward]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[war]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4247</guid>
		<description><![CDATA[Call of Duty (released 7 years ago) was one of the most important jobs for Chuck Russom, so we decided to make an interview talking about that game and what it meant for his career. Designing Sound: How do you get hired on Infinity Ward and how do you get involved with Call of Duty? &#8230; <a class="btn read-more" href="http://designingsound.org/2010/04/chuck-russom-special-call-of-duty-exclusive-interview/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center; "><a href="http://designingsound.org/files/2010/04/Call_of_Duty_Chuck_Russom_Interview.png"><img class="size-full wp-image-4248 aligncenter" title="Call_of_Duty_Chuck_Russom_Interview" src="http://designingsound.org/files/2010/04/Call_of_Duty_Chuck_Russom_Interview.png" alt="Call_of_Duty_Chuck_Russom_Interview" width="450" height="422" /></a></p>
<p><strong>Call of Duty</strong> (released 7 years ago) was one of the most important jobs for Chuck Russom, so we decided to make an interview talking about that game and what it meant for his career.</p>
<p><strong>Designing Sound: How do you get hired on Infinity Ward and how do you get involved with Call of Duty?</strong></p>
<blockquote><p><strong>Chuck Russom:</strong> It’s crazy when I think about it, the first Call of Duty game was 7 years ago.  So many of the opportunities I’ve had in my career came about because of my work on that game.  It’s also been insane to watch the Call of Duty franchise grow into one of the most successful game franchises ever.</p>
<p>My relationship with Infinity Ward started with a job posting on a website.  I was looking for a new game audio gig and I found a post by a new company that wasn’t too far from my house.  I contacted them and found out that the company was formed by a bunch of guys who had worked on Medal of Honor: Allied Assault.  That game was very successful and had amazing audio work, so the chance to work on a project with Infinity Ward was very appealing.  After an initial meeting, they decided to contract me for a month to work on their first playable level.  After that was complete, they hired me on fulltime to work on the rest of the game.</p></blockquote>
<p><span id="more-4247"></span></p>
<p><strong>DS: I think your relationship with the rest of teams had to be even more &#8220;active&#8221;… How was that process of feedback and organizing all the stuff together?</strong></p>
<blockquote><p><strong>CR:</strong> Everyone at Infinity Ward was very aware of sound.  It was quite the opposite of most teams.  I never had to step up on my soapbox and complain about the importance of sound.  I didn’t have to spend my time convincing designers to hook my sounds up.  The designers would have sound in mind while they were building an event.  They would usually have sound requests to me before I had even seen the events they were working on.</p></blockquote>
<p><strong>DS: Being the only sound designer, and being your first project doing too much things, how do you organized your workflow? How long the project took to you?</strong></p>
<blockquote><p><strong>CR:</strong> I don’t know if there was really any organized aspect to it.  It was chaos!  I pretty much learned as I went, though trial and error.  It was my first time working on a game in that genre, my first time leading the audio, my first time working on something so high profile.  I worked on the game for 9 months, and it was full bore the entire time.  It never really slowed down.  There was a mountain of work, and I just kept digging at it until it was done.</p></blockquote>
<p><a href="http://designingsound.org/files/2010/04/Call_of_Duty_1.png"><img class="alignnone size-full wp-image-4249" title="Call_of_Duty_1" src="http://designingsound.org/files/2010/04/Call_of_Duty_1.png" alt="Call_of_Duty_1" width="570" height="361" /></a></p>
<p><strong>DS: How the limitations of that generation platform affected you on the sound specifically?</strong></p>
<blockquote><p><strong>CR:</strong> Actually, Call of Duty was the first game (and the last) that I didn’t feel limited by the tech.  We only shipped on PC, so I really had more memory available then I knew what to do with!  Way beyond any game then I had worked on before.  It was the first time that I was able to keep my sound assets at 16 bit 44.1K, which was so huge to me.  It was also the first time that I had any tools that I could use to control the way sound worked in game.</p></blockquote>
<p><strong>DS: Did you get influenced by some other warfare game or film?</strong></p>
<blockquote><p><strong>CR:</strong> Saving Private Ryan really changed my life.  When I first saw that film, I had already been working as a sound designer for a couple years.  I was totally blown away at the audio work in that film, I knew that I wanted to do work at that level, that I absolutely had picked the right career for me.</p>
<p>Going into Call of Duty, I was very influenced by Saving Private Ryan, as was the game team.  The team was also very influenced by Band of Brothers and Enemy At The Gates, so those also became an influence.  I spent a great deal of time watching every war movie or movie with guns that I could find.</p>
<p>The Medal of Honor games were a big influence, since that was our main competitor.  Since most of the team had worked on Allied Assault, the audio on that game was referenced quite a bit.  I spent a lot of time listening to the sound assets from the game, dissecting them, using nearly every sound as a reference to what I needed to match or better with the work I was doing.</p></blockquote>
<p><strong>DS: You was also the implementer, mixer and apart of making the sounds you had to make all of them work on the gameplay. How was the implementation process done? What tools did you use there?</strong></p>
<blockquote><p><strong>CR:</strong> I had a lot of implementation help from the designers.  They hooked up most of the sounds in the game.  They also wrote me a script that I could use to place ambient emitters (fires, waterfalls, etc).  As far as tools, Call of Duty was made in 2003, and audio tools have come a long way since then.  I was using excel and a CSV file to control all my sound volumes, variations, fall offs, etc.  It was way more control that I’d had on any previous game.  The tech we had worked quite well and I was very happy with the sound coverage in game and with the mix.</p></blockquote>
<p><a href="http://designingsound.org/files/2010/04/Call_of_Duty_3.png"><img class="alignright size-full wp-image-4251" title="Call_of_Duty_3" src="http://designingsound.org/files/2010/04/Call_of_Duty_3.png" alt="Call_of_Duty_3" width="250" height="281" /></a></p>
<p><strong>CD: That was your first time with a shooter game. How do you helped to make a great shooter experience? Is there a style or technique you used to enhance the player&#8217;s emotion?</strong></p>
<blockquote><p><strong>CR:</strong> I had worked on one shooter before, but it was fantasy based and nowhere near as intense or immersive.  The approach on Call of Duty was to make the player feel like they were in the middle of the war.  I had very dense and very loud ambient tracks playing at all times.  The ambient tracks would have elements like gunfire at multiple distances, tanks, explosions, and even up close bullet impacts at times.  This really gave you the feel that there was a lot of sound happening all the time.  There more intense the level, the more dense I would make the ambient track.</p>
<p>There were always a lot of AI characters on screen with you, both enemy and friendly.  Just having all these characters near you shooting their guns, made for a real intensive experience.  There were always bullets whizzing by or impacting near the player, mortars whistling and exploding near the player, guys shouting words that you couldn’t quite hear, it was all very LOUD!</p></blockquote>
<p><strong>DS: Could you tell us something more about the recording process? I know it was your first time recording guns, so what stories you have on it?</strong></p>
<blockquote><p><strong>CR:</strong> We did 4 days of gun recording, capture both gunfire and bullet impacts.  We had 4 different nationalities in the game, and each had 6-8 different weapons, so there were a lot of guns.  We recorded most of the actual weapons from WWII.  We teamed up with Spark Unlimited who were working on a different Call of Duty game (Finest Hour), so we did a combined gun shoot.  I’d never recorded guns before, so I let Jack Grillo (Audio Director from Spark) handle the recording process.  We recorded to 10-12 channels.  I think we had a DA88 and a couple portable DAT machines.  I do remember running a couple channels of mics on my Tascam DAP1.  I can’t remember too many specifics, as it was 7 years and many gun shoots ago.</p></blockquote>
<p><strong>DS: And what about the dialogue? Did your record that? How was the process?</strong></p>
<blockquote><p><strong>CR:</strong> I did some of the early dialogue recording.  Handling the engineering, editing, and processing.  As development ramped up, I was way too busy with sound effects to handle much of the dialog.  The bulk of the recording and editing was outsourced.  I handled the mastering and any processing that was needed.</p></blockquote>
<p><a href="http://designingsound.org/files/2010/04/Call_of_Duty_2.png"><img style="border: 0px initial initial;" title="Call_of_Duty_2" src="http://designingsound.org/files/2010/04/Call_of_Duty_2-570x347.png" alt="Call_of_Duty_2" width="570" height="347" /></a></p>
<p><strong>DS: That was your first time designing guns and warfare stuff. How was the creative process on the design side? What tools you used for that?</strong></p>
<blockquote><p><strong>CR:</strong> The tools I used then were not too different than what I use now.  Protools HD, Sound Forge, and Waves Plugins.  In addition to the guns that we recorded, I had every sound library that had guns.</p>
<p>The process was a lot of trial and error.  There were a lot of iterations.  I made (and learned from) a log of mistakes.  There were a lot of reworks up until the last minute.  I had never designed gun sounds before that, so it took a lot of work to get to the sounds that we shipped with.  One of the biggest challenges was the number and variety of guns in the game.  There were probably 25-30 different guns in the game.  Giving them all a unique voice was a huge challenge.  It still is to this day, anytime I work on a project with a large variety of guns, its difficult.  Guns just start to sound the same after a while.</p></blockquote>
<p><strong>DS: What was the most you learn from working on this game_? And what was your favorite thing of working on Call of Duty?</strong></p>
<blockquote><p><strong>CR:</strong> The biggest thing that I took away from the project, something that’s had a lasting impact on me, is what to do when your best effort isn’t good enough.  There were numerous times over the course of the project where I designed a sound, or completed a level/sequence, and while I did the work to the best of my ability, it just wasn’t at the level required by the team or the project.</p>
<p>In a situation like this you have two options.  The first option is that you can just give up.  You convince yourself that you gave it your all, maybe you just are not good enough to compete at this level, you accept it and go away and cry about it.  The second option, and the only one that is acceptable to me, is to face your challenge head on.  Lock yourself in your room and continue to work and rework until you get to the level you need to be at, no matter how much time or how much effort it takes.  It is really about complete tunnel vision, nothing can get in the way of achieving your goal.  If you commit 100% of your focus and all of your time to a problem, and you tackle it from multiple angles, you will achieve the results that you are after.</p>
<p>There is a song by Eminem called Lose Yourself that basically became my motivation song on that project.  There is one lyric in the song that would constantly play in my head; “Success is your only motherfucking option, failure’s not.”  I would constantly remind myself that, every time I thought I hit a wall while working on something.  I’d listen to the song all the time in the car while driving to work, just to hammer the thought home.  There as no way I could accept anything less than perfection.  The game was just too good to have inferior audio.  And the team expected nothing less than “award-winning audio”.</p></blockquote>
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		<title>&#8220;The Pacific&#8221; &#8211; Interview with Tom Bellfort</title>
		<link>http://designingsound.org/2010/04/the-pacific-interview-with-tom-bellfort/</link>
		<comments>http://designingsound.org/2010/04/the-pacific-interview-with-tom-bellfort/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 15:26:43 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[hbo]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[miniseries]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[post magazine]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[the pacific]]></category>
		<category><![CDATA[tom bellfort]]></category>
		<category><![CDATA[tv]]></category>
		<category><![CDATA[war]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4140</guid>
		<description><![CDATA[Post Magazine has published an interview with Tom Bellfort, talking about the sound of &#8220;The Pacific&#8221;, the 10-part miniseries of HBO. In mid-March, HBO began broadcasting its new 10-part miniseries, The Pacific. Executive produced by Tom Hanks, Steven Spielberg and Gary Goetzman, the series recreates the stories of three real-life Marines — Robert Laeckie, John &#8230; <a class="btn read-more" href="http://designingsound.org/2010/04/the-pacific-interview-with-tom-bellfort/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/files/2010/04/The_Pacific.png"><img class="alignnone size-full wp-image-4142" title="The_Pacific" src="http://designingsound.org/files/2010/04/The_Pacific.png" alt="The_Pacific" width="570" height="346" /></a></p>
<p><strong><a href="http://www.postmagazine.com">Post Magazine</a></strong> has published an <a href="http://www.postmagazine.com/ME2/dirmod.asp?sid=&amp;nm=&amp;type=Publishing&amp;mod=Publications::Article&amp;mid=8F3A7027421841978F18BE895F87F791&amp;tier=4&amp;id=C9563FF21E9D42B3B66B4C88629B4D3F">interview with </a><strong><a href="http://www.postmagazine.com/ME2/dirmod.asp?sid=&amp;nm=&amp;type=Publishing&amp;mod=Publications::Article&amp;mid=8F3A7027421841978F18BE895F87F791&amp;tier=4&amp;id=C9563FF21E9D42B3B66B4C88629B4D3F">Tom Bellfort</a></strong>, talking about the sound of &#8220;The Pacific&#8221;, the 10-part miniseries of HBO.</p>
<blockquote><p>In mid-March, HBO began broadcasting its new 10-part miniseries, The Pacific. Executive produced by Tom Hanks, Steven Spielberg and Gary Goetzman, the series recreates the stories of three real-life Marines — Robert Laeckie, John Basilone and Eugene Sledge — who served during World War II. But unlike the 2001 miniseries Band of Brothers by the same executive producing team, this drama takes a look at the battle with Japan in the Pacific, as opposed to the war taking place in Eastern Europe.</p>
<p>Soundelux’s (www.soundelux.com) Tom Bellfort (Oscar, Titanic) was supervising sound editor on the project and likened the demands of this TV series to the film work he’s been involved in over the course of his career. Here, he talks to Post about The Pacific’s soundtrack and the nine months the team at Todd-AO spent getting it ready for broadcast.</p>
<p><strong>Post: </strong>What were you trying to achieve for The Pacific’s soundtrack?<br />
Bellfort: <em>“I would say that our job as sound editors on this series was to create an envelope, a soundscape that put the viewer viscerally inside the soldiers’ experience and reality as they marched from island to island. And the attempt to recreate that environment that dealt with heat, rain, mud and fear. That was really our goal — to create — viscerally — that environment sonically. It was a big challenge and hopefully what we achieved.”</em></p></blockquote>
<p><strong><a href="http://www.postmagazine.com/ME2/dirmod.asp?sid=&amp;nm=&amp;type=Publishing&amp;mod=Publications::Article&amp;mid=8F3A7027421841978F18BE895F87F791&amp;tier=4&amp;id=C9563FF21E9D42B3B66B4C88629B4D3F">Continue reading&#8230;</a></strong></p>
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		<title>&#8220;Battlefield: Bad Company 2&#8243; &#8211; Exclusive Interview with Audio Director Stefan Strandberg</title>
		<link>http://designingsound.org/2010/03/battlefield-bad-company-2-exclusive-interview-with-audio-director-stefan-strandberg/</link>
		<comments>http://designingsound.org/2010/03/battlefield-bad-company-2-exclusive-interview-with-audio-director-stefan-strandberg/#comments</comments>
		<pubDate>Mon, 29 Mar 2010 17:51:45 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[audio director]]></category>
		<category><![CDATA[bad company 2]]></category>
		<category><![CDATA[battlefield]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[ea games]]></category>
		<category><![CDATA[field recording]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[implementation]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[stefan strandberg]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[war]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=3879</guid>
		<description><![CDATA[Some days ago I&#8217;ve been playing Battlefield: Bad Company 2. The game is really great and addictive! and the sound is also fantastic. That&#8217;s because I wanted to talk with Stefan Strandberg, the audio director on the game. We talk about the new challenges the, the recordings, dialogue, implementation and more. Let&#8217;s read: Designing Sound: &#8230; <a class="btn read-more" href="http://designingsound.org/2010/03/battlefield-bad-company-2-exclusive-interview-with-audio-director-stefan-strandberg/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://designingsound.org/files/2010/03/BBC2_Stefan_Strandberg_Interview1.png"><img class="size-full wp-image-3887 aligncenter" title="BBC2_Stefan_Strandberg_Interview" src="http://designingsound.org/files/2010/03/BBC2_Stefan_Strandberg_Interview1.png" alt="BBC2_Stefan_Strandberg_Interview" width="421" height="378" /></a></p>
<p style="text-align: left;">Some days ago I&#8217;ve been playing <strong>Battlefield: Bad Company 2</strong>. The game is really great and addictive! and the sound is also fantastic. That&#8217;s because I wanted to talk with Stefan Strandberg, the audio director on the game. We talk about the new challenges the, the recordings, dialogue, implementation and more. Let&#8217;s read:</p>
<p style="text-align: left;"><strong>Designing Sound: Stefan, please give us an introduction of you and your career, and tell us how you get started in the game audio industry.</strong></p>
<p><strong>Stefan Strandberg:</strong> I think the moment when I actually started in this industry was the moment when I started noticing sounds in games, and especially bad ones. The thing is, I don’t want to notice them, I really don’t. This was 12 years ago and I expected complete experiences but the majority of the games I wanted to play were lacking fundamentals in the sound department.</p>
<p>I really could not stand it. I wanted to play, but instead I started designing and replacing sounds in existing games. I was working with music production at the time and expanded into working as a freelance sound designer for commercials, web and games. 7 years ago I started at DICE working with Rallisport Challenge 2 and from there on it has been more or less Battlefield audio production to this date.<br />
<span id="more-3879"></span> <a href="http://designingsound.org/files/2010/03/Battlefiled_Bad_Company_2_Recording_Session.png"><img style="border: 0px initial initial;" title="Battlefiled_Bad_Company_2_Recording_Session" src="http://designingsound.org/files/2010/03/Battlefiled_Bad_Company_2_Recording_Session.png" alt="Battlefiled_Bad_Company_2_Recording_Session" width="570" height="375" /></a></p>
<p><strong>DS: How was the relationship with the rest of the team of &#8220;Battlefield: Bad Company 2&#8243;? How important is the sound to the other development areas of Battlefield?</strong></p>
<p><strong>SS:</strong> We created the first Battlefield: Bad Company at the same time as we were building a new game engine. This is, and as many will testify, not a sane thing to do.</p>
<p>Basically the majority of the production time is spent on getting stuff to work. It was a constantly broken engine and the whole team really struggled to get that game done.<br />
When we started making the sequel things were solid and we could focus on ideas and polish rather than technological struggles.</p>
<p>Even though the sound team working with Battlefield is isolated in sound studios we are very visible to the team and this time around the audio production was very much a part of the game team. We are actually THE department at DICE that pushes hard for cross disciplinary actions. Sound is extremely important to the studio and we have set high goals for ourselves.</p>
<p><a href="http://designingsound.org/files/2010/03/Battlefiled_Bad_Company_2_Soldier.png"><img class="alignright size-full wp-image-3880" title="Battlefiled_Bad_Company_2_Soldier" src="http://designingsound.org/files/2010/03/Battlefiled_Bad_Company_2_Soldier.png" alt="Battlefiled_Bad_Company_2_Soldier" width="250" height="250" /></a></p>
<p><strong>DS: You already have a lot of sound material recorded and created for the previous Battlefield games. Did you use some of those sounds on Bad Company 2? How much new material was recorded?</strong></p>
<p><strong>SS: </strong>Every project needs new content. Even though we worked hard on keeping the identity from the previous game, the majority of the sounds for this game were re-designed from scratch. We did another huge gun recording outside LA together with several EA studios. We recorded a lot of new vehicles, foley and ambients for our winter themed levels as well.</p>
<p><strong>DS: There&#8217;s a marked increase of destruction on BBC2. You can destroy practically everything you want. What the sound team had to do to enhance this new destruction experience?</strong></p>
<p><strong>SS:</strong> Yes this was a team effort. I was actually surprised by the amount of destructibility and how it well it played. There were a lot more sounds that needed to be done for destruction 2.0.</p>
<p>We did some really cool designs with the collapsing houses. In the frostbite engine we can control the camera and the gamepad rumble for the player. I mean the sound designers can control it. When a house is about to fall down and collapse we play a setup of tormented building sounds but we also shake the camera slightly in sync with the audio climax. On top of that we increase the rumble to further enhance the experience of destruction to the player. When it plays in sync together, sound, camera and rumble you subconsciously believe it and react to it. Run out of that building before you’re being swallowed by it!!</p>
<p><a href="http://designingsound.org/files/2010/03/Battlefield_BC2_Sound_Design_Weapons_Recording.png"><img class="alignnone size-full wp-image-3886" title="Battlefield_BC2_Sound_Design_Weapons_Recording" src="http://designingsound.org/files/2010/03/Battlefield_BC2_Sound_Design_Weapons_Recording.png" alt="Battlefield_BC2_Sound_Design_Weapons_Recording" width="570" height="399" /></a></p>
<p><strong>DS: In terms of sound, what are the challenges on the multiplayer and squad modes?</strong></p>
<p><strong>SS:</strong> I would say repetition, identity and the abundance of sounds being triggered make up for a challenge on many different levels.</p>
<p>Let me explain. One of the first things we noticed in the internal multiplayer tests during production is that repetition and the patterns of iconic sounds are completely devastating to a believable soundscape. A gun shot might sound good when you design it and play it back in its own, but together with 50 other weapons and fired thousands and thousands of times you have to start thinking about all guns at the same time, and be very careful to treat them as individuals. All the weapons have to become one but still have identity, and they need to sit in the world.</p>
<p>We worked a lot with reflections layers and identity of place. We expanded on the way the weapons sounds in different environments going though urban, forests, canyons, open fields and indoor areas. It was key to build diversity on top of the identity of each weapon.</p>
<p>They share their footprint in the place they are fired, so in this way we could keep key signatures that built identity for specific weapons. The shared firing layers and reflections builds a believable homogenous lingering sound while the core weapon sound is there as a vital identity for players to identify.</p>
<p>The HDR audio mixing that we developed for the first Bad Company takes care of the abundance of sounds triggered and automatically mixes the soundscape with a fantastic transparency, you would be surprised how many sounds you can actually remove when you have something as dynamic as our HDR mixer, which selectively mixes based upon 1 rule of a dynamic loudness.</p>
<p><img class="alignnone size-full wp-image-3883" title="Battlefiled_Bad_Company_2_Fire" src="http://designingsound.org/files/2010/03/Battlefiled_Bad_Company_2_Fire.png" alt="Battlefiled_Bad_Company_2_Fire" width="570" height="352" /></p>
<p><strong>DS: What were your main tools for recording and designing the sounds of BBC2? Any special story on those processes?</strong></p>
<p><strong>SS:</strong> When we did the gigantic recording of guns in LA we had closer to 80 microphones and it was amazing to hear that cheaper recording equipment can outperform expensive gear. Because there is more to it than to capture all of the sound pressure from a weapon, and some of the cheaper portable recorders captures another side, or a different flavour of a gun. So in this particular case, the cheap and the expensive combined can create results we did not expect initially.<br />
Every sound designer has their own preference when it comes to tools. I still believe that ideas and imagination are the best tools.</p>
<p><a href="http://designingsound.org/files/2010/03/Battlefield_BC2_Sound_Design_Mics.png"><img class="size-full wp-image-3884 alignright" title="Battlefield_BC2_Sound_Design_Mics" src="http://designingsound.org/files/2010/03/Battlefield_BC2_Sound_Design_Mics.png" alt="Battlefield_BC2_Sound_Design_Mics" width="270" height="304" /></a></p>
<p><strong>DS: BBC2 has lots of dialogue production, both in the gameplay and cinematics. How was the dialogue recording and processing there?</strong></p>
<p><strong>SS:</strong> Yes it is actually a quite dialogue heavy game. I’m not sure it is perceived like that but we have a lot of dialogue in our game.</p>
<p>I’m surprised by the amount of dialogue in games that sounds completely off. As in, it does not sound like it’s there. I’m not talking about performance of the actor, but the actual sound of the voice, which as much as a weapon sound, needs to sit in the world. We work a lot with that. We have created a formula that in runtime adjusts a lot of parameters to simulate its place in the world. We did a lot of research while recording outdoors and made sure we treated all studio recorded dialogue with those parameters.</p>
<p>We had such a great performance when we recorded the Bad Company squad with all the actors in the studio at the same time. Even though this is logistically harder the energy of just having them in the same room is amazing. Script needs to be good for sure, but allowing the actors to play with a scene is four hundred times better than anything else. It should be forbidden to do it in any other way.I can’t believe how you can afford to not do it like that.</p>
<p><strong>DS: And what about the implementation? What was the audio tool used for implementation and interactive audio on BBC2? How was the audio implementation on the game?</strong></p>
<p>Well, we use industry standard wave editors and multitrack tools to create the content and then a lot of the sounds are created in runtime by a set of rules or blueprints that the sound designers design. The content creation is only step one.</p>
<p>A sound designer using our own frostbite engine can easily create a multilayered waterfall and apply LFO triggered filters and tweak panning, mixing and many many other parameters in real time.<br />
It can be very creative process.</p>
<p>The toolset that the frostbite engine provides is really powerful. It is shaped by the content creators to a large extent and this engine is very versatile when it comes to audio implementation in a game like Battlefield.</p>
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		<title>Paul Ottosson on &#8220;The Hurt Locker&#8221;; An Interview with Oscar Nominee for Sound Editing and Mixing</title>
		<link>http://designingsound.org/2010/03/paul-ottosson-on-the-hurt-locker-an-interview-with-oscar-nominee-for-sound-editing-and-mixing/</link>
		<comments>http://designingsound.org/2010/03/paul-ottosson-on-the-hurt-locker-an-interview-with-oscar-nominee-for-sound-editing-and-mixing/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 14:52:24 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
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		<category><![CDATA[sound design]]></category>
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		<category><![CDATA[the hurt locker]]></category>
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		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=2844</guid>
		<description><![CDATA[Mix Magazine published a new interesting interview with sound designer Paul N.J Ottosson, Academy Award Nominee for Sound Editing and Sound Mixing for his amazing work on &#8220;The Hurt Locker&#8221;. Did you do much original effects recording? A fair amount. I also had a lot of my own library material that I’d recorded through the &#8230; <a class="btn read-more" href="http://designingsound.org/2010/03/paul-ottosson-on-the-hurt-locker-an-interview-with-oscar-nominee-for-sound-editing-and-mixing/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/files/2010/03/The_Hurt_Locker.png"><img class="alignnone size-full wp-image-2851" title="The_Hurt_Locker" src="http://designingsound.org/files/2010/03/The_Hurt_Locker.png" alt="The_Hurt_Locker" width="570" height="400" /></a></p>
<p><strong>Mix Magazine</strong> published a <a href="http://mixonline.com/post/features/hurt_locker_sound_oscars/index.html">new interesting interview</a> with sound designer <strong>Paul N.J Ottosson</strong>, Academy Award Nominee for Sound Editing and Sound Mixing for his amazing work on &#8220;The Hurt Locker&#8221;.</p>
<p><strong>Did you do much original effects recording?</strong></p>
<p>A fair amount. I also had a lot of my own library material that I’d recorded through the years. Ray Beckett also recorded a lot out in the Middle East from the set, and some of that was live things they were shooting. Then I also went out and did some [ordinance] recordings out in the desert here about half-way to Las Vegas.</p>
<p>But I’ve probably never recorded this much Foley on any other movie I’ve worked on.</p>
<p><strong>That makes sense because so much of it is an intimate perspective, where you’re either hearing it from the main character’s POV or, at the very least, you’re right there on top of the action.</strong></p>
<p>That’s right. It was important to be able differentiate the main character from the others. Even when the camera’s moving, I was doing things mixers usually would not do. I would pan dialog and Foley with him, so I needed a lot of coverage because often they stick Foley in the center and it lives there because that’s where the dialog is sitting and usually people don’t pan dialog because it becomes a nightmare. But I said we needed to do that because we’re playing it from the perspective of you being this person, so when the guy is talking from the left I want to hear it from the left, and then when the camera moves over we bring it into the center, and whatever Foley we had needed to follow that. But then we also needed Foley for the guy on the right side, so mixing it was not easy because you had to really differentiate what sounds came from where.</p>
<p>Foley was done independently by a couple of guys—Alex Ulrich [Foley artist] and John Sanacore [Foley mixer]. They rented a place and did great work.</p>
<p><strong>Tell me about that scene at night after the suicide bombing, where you don’t see that much, but you can hear helicopters and screams in the distance. It’s very strange and trippy. Is that something you discussed in detail with Kathryn in advance?</strong></p>
<p>We talked about everything, but mostly in broader strokes: How we needed it to sound real, but also every scene we needed to play it like there wasn’t music because we didn’t know which ones we were going to use music in and which we weren’t.</p>
<p>That part of the movie was basically like a depiction of hell. We have the Americans there and the Iraqi police and all these people who’ve been killed. Just a lot of havoc and chaos and not knowing what’s going on. So we talked about the importance of communicating that. It’s true what you said—there’s so much sound there that isn’t on the screen, and that was to sell what the scene was about. It’s the scene that shows how it affects so many people. They’re all walking around confused; it’s the biggest bomb they’ve seen.</p>
<p><strong>Did you have effects stems of multiple helicopters that you could then pan, or screams, flames? There’s a lot there…</strong></p>
<p>I started the sound design of it as we were cutting it and working on it, but I never mixed out of stems because there were so many things to do I couldn’t lock anything in too early. So I ended up predubbing it but keeping it live on individual channels. I had around 300 tracks running there on the FX and dialog side, and then we had about 60 on the music side—and I was the only guy mixing it.</p>
<p>It was a very emotional mix. I always tried to convey the feeling of the person we were with [in the film]. Technically, I think it is a very different mix from what most are used to.</p>
<p><strong><a href="http://mixonline.com/post/features/hurt_locker_sound_oscars/index.html">Complete Interview at Mix</a></strong></p>
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		<title>The Sound of &#8220;Inglourious Basterds&#8221;</title>
		<link>http://designingsound.org/2010/02/the-sound-of-inglourious-basterds/</link>
		<comments>http://designingsound.org/2010/02/the-sound-of-inglourious-basterds/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 13:25:02 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[ann scibelli]]></category>
		<category><![CDATA[featurette]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[inglourious basterds]]></category>
		<category><![CDATA[michael minkler]]></category>
		<category><![CDATA[post production]]></category>
		<category><![CDATA[quentin tarantino]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[soundworks collection]]></category>
		<category><![CDATA[tony lamberti]]></category>
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		<category><![CDATA[war]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=2416</guid>
		<description><![CDATA[New sound for film profile on SoundWorks Collection, this time on the sound of &#8220;Inglorious Basterds&#8221;. Director Quentin Tarantin’s “spaghetti western but with World War II iconography” sets the stage for a stellar soundscape produced by his talented sound team. In this sound for film profile we talk with Sound Re-Recording Mixer Michael Minkler, Sound &#8230; <a class="btn read-more" href="http://designingsound.org/2010/02/the-sound-of-inglourious-basterds/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="570" height="321" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=7671056&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=c70014&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="570" height="321" src="http://vimeo.com/moogaloop.swf?clip_id=7671056&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=c70014&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>New sound for film profile on <strong><a href="http://soundworkscollection.com/ingloriousbasterds">SoundWorks Collection</a></strong>, this time on the sound of &#8220;Inglorious Basterds&#8221;.</p>
<blockquote><p>Director Quentin Tarantin’s “spaghetti western but with World War II iconography” sets the stage for a stellar soundscape produced by his talented sound team. In this sound for film profile we talk with Sound Re-Recording Mixer Michael Minkler, Sound Re-Recording Mixer Tony Lamberti, and Sound Designer Ann Scibelli. A basterd’s work is never done.</p></blockquote>
]]></content:encoded>
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