Comments on: Your Questions to Charles Deenen https://designingsound.org/2010/02/08/your-questions-to-charles-deenen/ Art and technique of sound design Sat, 23 Feb 2013 16:56:02 +0000 hourly 1 https://wordpress.org/?v=6.2.9 By: Paul Miller https://designingsound.org/2010/02/08/your-questions-to-charles-deenen/#comment-536 Tue, 11 May 2010 23:25:36 +0000 https://designingsound.org/2010/02/your-questions-to-charles-deenen/#comment-536 Hey Charles Deenen,

I am a BS student at the Art Institute of Seattle. I was wondering what is the best way to make it in as a sound designer. I have work on some independent films as a way to get experience and for my resume. Is it really all about how many projects you are apart of or is it something else. Like just having a demo reel showing all the awesome unique techniques you can bring to the table to help out the team.

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By: Benoit Tigeot https://designingsound.org/2010/02/08/your-questions-to-charles-deenen/#comment-535 Sun, 28 Feb 2010 12:35:07 +0000 https://designingsound.org/2010/02/your-questions-to-charles-deenen/#comment-535 I have got a question to. Witch mics Charles Deenen use? Specially inside American muscle car, or in cars who produce lot of (sub) bass.

Thanks again for your posts.

Benoit

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By: Richard Lapington https://designingsound.org/2010/02/08/your-questions-to-charles-deenen/#comment-534 Tue, 23 Feb 2010 06:46:12 +0000 https://designingsound.org/2010/02/your-questions-to-charles-deenen/#comment-534 My question is this – How do you think the development cycle for console game audio is going to change? Do you think that we are going to keep craming in more audio content or do you think we are heading for a more realtime synthesised approach? Lets say within the next 3 years and within the next 10 years.

Thanks in advance.

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By: Aaron O'Neill https://designingsound.org/2010/02/08/your-questions-to-charles-deenen/#comment-533 Thu, 18 Feb 2010 19:04:40 +0000 https://designingsound.org/2010/02/your-questions-to-charles-deenen/#comment-533 How would I go about becoming a recognized freelancer though? How do you become freelance? Is there an organisation that you become a member of that allows people looking for small Sound Design jobs to select you from a catalogue? Cheers for the reply :)

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By: horst https://designingsound.org/2010/02/08/your-questions-to-charles-deenen/#comment-532 Thu, 18 Feb 2010 13:53:00 +0000 https://designingsound.org/2010/02/your-questions-to-charles-deenen/#comment-532 @aaron: well i think 3 years as a freelancer probably?

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By: Aaron O'Neill https://designingsound.org/2010/02/08/your-questions-to-charles-deenen/#comment-531 Wed, 17 Feb 2010 19:34:35 +0000 https://designingsound.org/2010/02/your-questions-to-charles-deenen/#comment-531 I have a question that I appreciate will be VERY obvious and has probably been asked a million times before! (Sorry! :D)

I’m an MA student, I have a Music Technology (BSc degree) and I’m currently studying Sonic Arts for my Masters. I’d love to get into Sound Design (and game sound design) but there’s one very basic problem.

Every single company I look at, and every website I go to always says the same thing “Applicants must have at least 3 years experience in the field of Sound Design” and leads me to my question: How are you meant to “start” a career in Sound Design when every single place you look tells you that 3 years experience is needed. How did the people who work for these companies get their first job without the 3 years? I mean you can’t have 3 years experience. . . if every job (even your first) needs 3 years experience to actually get into!

Can he give any advice for someone like me who is seemingly staring into a black hole of nothingness.

Thanks in advance!

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