Showing posts with label Trends in Modern Sound Design. Show all posts
Showing posts with label Trends in Modern Sound Design. Show all posts

Tuesday, December 15, 2020

Track and Field 2020

 In my Trends in Modern Sound Design class, we often do an iterative hot-potato project called Track and Field.  It's an opportunity for the students to work on efficiency, conceptualization, and workflow. Here's how it works:


1) On the first day, each student brings in a 30-second piece of audio of their own creation.  The audio can be anything, from field recordings to original music to a short narrative. Students bring in both a rendered audio file and individual stems, and may spend no more than 60 minutes in the studio working on it.
2) Each submission gets passed to another student, then uses the original material as the starting point for their own work. Again, they must limit themselves to 60 minutes of studio time and 30 seconds in duration, but other than that, they can do anything they want. Students turn in both a rendered audio file and individual stems.
3) We repeat that over and over, with a matrix set up in such a way that each student usually gets to work on each thread.

This quarter, I had eleven students, so there are eleven threads.  I've taken each thread and strung each iteration together in sequence, so you can hear how one thread changes as different designers get their hands on the material.  Enjoy! 

(side note: Thread 7 featured some prominent commercial music, so SoundCloud won't let me present it to you.  Your loss!)

Tuesday, January 21, 2020

Field Trip: Warner Brothers Studios



A Hollywood landmark!
Once you hear it, there’s no mistaking what you’re supposed to see – the oafish Patsy clomping together two coconut halves, always two steps behind Arthur as popularized in the 1975 cult classic Monty Python and the Holy Grail. But where did that idea come from? Where did this style of sound design emerge?

Sound effects first became incorporated into the “talkies” in the late 1920s with the work of audio pioneer Jack Foley. The field he developed – the art of creating and recording live sound effects (often with unconventional materials) in sync with a finished reel during the post-production process – revolutionized motion pictures in the early years of cinema and continues to permeate the industry today. This type of work is rarely required within the scope of traditional theatre (unless it is a specific choice for the production), so it was a real treat for the MFA sound design students when we had to opportunity to explore the sound stages at Warner Brothers Studios, taking an in depth look at one of their Foley facilities.

This field trip (coordinated by Professor Vincent Olivieri as part of DRAMA 255: Trends in Modern Sound Design) began on the cool morning of December 6, 2019. After we carpooled up to Burbank, we left our vehicles with the valets and made our way past the multiple ongoing studio tours to the commissary where we grabbed a quick bite to eat and some hot joe (side note: they have a killer breakfast spread). After a few minutes to take in the enticing aromas of scrambled eggs and bacon, we headed back outside to meet our host Alyson Lee Moore, an accomplished Foley artist with over thirty years of experience in the industry, half of which she has spent with Warner Brothers. She is also a two-time Emmy award-winning Foley artist (a recent win shared with the department for their work on HBO’s Barry) with numerous Golden Reel nominations from Motion Picture Sound Editors.

One "street" of the studio

Alyson first took us around the various sets situated about the lot – a small township built out of scenic skeletons and optical illusions meant to be filmed from specific angles. Each unit is highly configurable – some even had false walls (they were quite convincing, even up close) creating striking visual partitions within the spaces. Everywhere we looked, there were full crews of carpenters, electricians, and stagehands hard at work preparing for the next set. At times, I felt a bit like a pedestrian on a construction site, but no one seemed to mind us: they are likely used to random people walking about. We also spotted some unique staged statements scattered about meant for quick selfies from tourists. We obviously had to take a few for ourselves…

MFA Sound Design Students, 2019-2020

Next, we headed into the museum on the lot where technical aspects from titles in the Warner Brothers catalog were on display – from the beautiful gowns worn by Lady Gaga in A Star is Born (2018) to a scenic reproduction of Central Perk from Friends (1994-2004) or the forced perspective table used in The Hobbit (2012). Towards the end of our stroll through the museum we exited off into a small enclosed room. Here, the audio from the film Gravity (2013) was played in a stemmed format so that we could listen to the sound effects, recorded dialogue, and soundtrack independently. Afterwards, we listened to all three together to hear how the tracks were crafted to complement each other – the spatialized mixing in ProTools really brought everything to life. We concluded in, where else? The gift shop!

Costume pieces and props from A Star Is Born (2018)


One of the many stages located on the lot
Next, Alyson took us around for a peek at some of the various sound stages while we waited for the working Foley artists to go to lunch (we didn’t want to disturb them while they were working). There were dozens of various sizes (some akin to aircraft hangars), and most of them had full crews within loading in the next production or striking the previous one. Each stage has a unique placard located next to the entrance with a comprehensive list every title that had been worked on in that space. Then, we meandered through the main properties storage facility on-site which, to me, looked more like the best stocked antique store that you could ask for. Alyson said that this was a frequent haunt for her, as many of the items required for Foley could normally be considered props. We finally came full circle, ending up back at the commissary where we departed for the recently vacated Foley studio.


The Foley studio, which was underground in the post-production facility, was comprised of a main room where all of the actual Foley would take place, a kitchenette-style area with large tubs for water work, a smaller side room dedicated for storage, and a control room complete with studio-grade recording equipment. From Alyson’s description, three artists would be working in the facility for a given project – two Foley artists and a mix engineer. She also let us in on some of the more… unique sounds that she has had to come up with over her career, like the use of semi-frozen gelatin to capture the likeness of footsteps on an alien planet. The main space was full of odds and ends (all noisemakers), a pit full of sand, gravel and debris, and some great shotgun microphones. After she fielded our questions for a bit, we had a chance to make some noise of our own. Then, we headed upstairs towards the daylight and contemplated lunch. 

As the day ended, we headed out with Alyson to one of our favorite cafes right as an afternoon downpour swept over the city. We spoke more with her about some of the specifics of her work, but also what she enjoyed doing in her free time, ongoing hobbies, and the ever-present question of work/life balance. Something that I found insightful is that although longer hours are sometimes inevitable, her daily schedule was fairly regular with hours from around 8 am to 5 pm. After the rain let up a bit, we said our goodbyes and made our way back to Irvine.
All in all, it was a fantastic day full of spectacle and even more insight into a boundlessly creative line of work. Throughout the tour, one descriptor kept coming to my mind that perfectly encapsulated the career and underlined its inherent connection to live theatre - resourcefulness.


I’m incredibly grateful that we had a fantastic quarter in our Trends class last fall and that so much of it was able to be spent out in the field or exploring other industries within sound design; this final excursion was the perfect cherry on top.

Biggest of thank yous to Vincent Olivieri, Alyson Dee Moore, and all the wonderful folks at Warner Brothers.


Photos by Garrett Gagnon, Vincent Olivieri, and Meghan Roche.

Field Trip: Backstage Disneyland


When I told friends and family that my class was going to get to go on a backstage tour of Disneyland to learn about their audio & other tech systems, I think they may have thought I was reading them a page from my dream journal. I have had a longstanding love of theme park history and design that started when I was a kid visiting Disneyland--asking Cast Members (the Disney term for "employees") annoying questions, using terrible dial-up internet to scour the ‘net for ride show scripts, reading every book on Imagineering that I could, and eventually keeping lists and notes and spreadsheets about how the park has changed over time and how it might operate. (Okay, maybe it was a little bit of an obsession. It's fine.) 

(Ah, I should quickly interject here that I'll be using a lot of parentheses in the post ahead--I was perhaps a touch too excited in revisiting the trip & wound up with a lot of vaguely-related sidenotes...sorry about that!)

Getting to combine theatre tech with this longstanding fascination is something I was looking forward to for weeks, so I am happy to report that when the day finally came, it somehow managed to surpass my already-high expectations.

Because Disney has some somewhat strict policies re: secrecy of backstage magic, there’s a limit to what I can share, but here’s a breakdown (sorta) of the day:
  • We started out at TDA (Team Disney Anaheim, a giant complex of what seemed to be primarily administrative buildings) and met our host, Jerry, who is an Entertainment Manager for Technical Services and whose history with the company goes back almost 25 years across a variety of roles! (We also discovered that I have photographic proof of having met him while he performed one of these roles in the late 90s, which was WILD, but due to Disney Magic reasons I’m not sure if I can share much more about that here, unfortunately…
  • We saw where the fireworks get shot off every night behind ToonTown--for the last 15 years or so, Disneyland has been using a somewhat unique technology to set off their fireworks which significantly reduces both the smoke and noise produced by the show. (If you’re at all interested in the history of their fireworks show and how they used to be set off, as well as how Disney pioneered the use of music synchronization with pyrotechnics, I highly recommend giving this podcast episode a listen: https://www.youtube.com/watch?v=_1DRHSCuqyI) 
  • We also saw where the parade floats are all kept when not “on-stage” and learned how audio gets distributed to (and from) them. (There were a number of Entertainment and Imagineering employees also gathered in the warehouse to test out a future parade addition, but that one is definitely going to need to stay a secret for now.)
  • The very first steps we took “on-stage” were somewhere most of us hadn’t had a chance to see yet: the brand-new Galaxy’s Edge expansion! It was gorgeous, the complexity of the audio alone was kind of mind-blowing, it really contributes a lot to the storytelling the land is able to pull off. I got to talk to a Stormtrooper who snuck up on me and accused me of having Rebel sympathies (and who, we learned, uses a crazy sophisticated system to talk to people in a way that allows them to personalize every single interaction while keeping a consistent voice, more Disney magic I probably shouldn’t divulge here) AND try the infamous Blue Milk. (It was $8, VERY sweet, and had a texture that turned out to be deeply polarizing among those who sampled it.) 
Backstage photos at Disney are very against the rules, so this is, unfortunately,
one of the few photos we have from the day. At least we look very cool in it?
  • We visited the venue for Mickey’s Magical Map in the large outdoor Fantasyland Theatre venue (which, fun fact, initially started out as a teen night club in the 1980s, more info on that here: https://www.youtube.com/watch?v=NqgJ0N99eGg) and got to take a peek into the booth of the theatre before watching the show, chatting a bit with the show’s audio technician and stage manager. It was a good show, but because of the noise of the nearby passing train and our lovely VIP seats (which had our backs against a pretty reflective wall) the overall mix of the show was pretty loud. It took us a minute to recover. (I personally loved watching the little kids get totally enthralled in the action onstage, though.)
Waiting for the show to start! (I think? I am just now noticing that Garrett and
Jack are very focused on something up front...)
  • Lunch! We took a break from walking around the park, and grabbed a bite backstage at one of the Cast Member eateries backstage.
  • AUDIO CENTRAL. Okay, again, not sure how much I can divulge here, but the bulk of the audio for the park (especially for parades and other outdoor shows, area music, etc.) is controlled from one very fancy room sitting right above one of the guest-accessible levels of a Main Street, USA building. And when I say fancy, I mean that it sort of resembled a TV show art director’s idea of what a theme park command center might look like--shades all drawn, two people behind glass at giant control desks with many monitors flashing different numbers and graphs, a wall of video feeds and light-up maps of both Disneyland and Disney’s Californa Adventure…et cetera. (I just found an old Disney Parks Blog post about Audio Central that is relevant here, though it is 5 years old and they have since doubled the size of the facility and apparently updated a ton of the gear. Check it out: https://disneyparks.disney.go.com/blog/2014/03/behind-the-sounds-inside-audio-central-at-disney-california-adventure-park/)
  • Backstage at Frozen in the Hyperion Theatre in Disney’s California Adventure! Because it was a “dark day,” we did not get to see any action happening, but it did mean that we got to walk around the entire theatre without worrying about a huge time crunch. We saw the set-pieces and crazy costumes backstage (sidenote: the troll costumes are TERRIFYING without any actors inside of them), learned how some of their very intense automated lighting tracking worked, and walked all around the house of the theatre--clapping and marveling at how remarkably acoustically dead of a space the designers of the theater managed to make.
  • Finally, we got back to Disneyland and walked through the park to see parts of the Christmas parade that was running at the time. It was pretty neat to see in action all of the technical elements we had even learning about all day, and a nice way to put a bow on the end of the day.
This blog post is now approximately 4 times longer than I was told it should be, so I’m going to go ahead and wrap things up now. TL:DR? Theme parks are very cool and very technologically complicated! And we got to go learn about it for a day!

I leave you now with a photo of these two outrageously photogenic Disneyland ducks:

It's amazing how advanced Disney's Audio-Animatronic tech
has gotten over the years!

Wednesday, January 15, 2020

Field Recording, Crystal Cove State Beach


Last fall, I took the students in my Trends in Modern Sound Design class (all six MFA designers, and a few music PhD students) to Crystal Cove State Beach to do some field recording.  We divided the class into three groups: one group made b-format and spaced pair recordings, one group made co-incident pair stereo recordings, and one group made close-up mono and other recordings.  We talked about how to plan for a field recording trip, but each group of students had to plan, prep, pack, and carry their own gear.


We started out at the central section of the beach, where there are few cafes and lots of people. Some groups chose to wander far from the people to get some isolated sounds, but others chose to embrace the public and get some 'folks at the seaside' recordings.







After that, we packed up and drove the north edge of the park, which was virtually deserted except for a few seagulls.  We hoped to get some sounds of sea spray on rocks, but the surf was decidedly down that day.  Oh well.  At least we got a great sunset!


The student are now madly editing the sound effects and editing metadata.  Once that post-production process is complete, the sounds and metadata will be uploaded to our sound effects server so that the UCI Sound Design community can have access to it in perpetuity.  Once all that is done, I'll share some examples here!












Wednesday, December 12, 2018

Track and Field, 2018

In my Trends in Modern Sound Design class, we sometimes do an iterative hot-potato project called Track and Field.  It's an opportunity for the students to work on efficiency, conceptualization, and workflow. Here's how it works:

1) On the first day, each student brings in a 30-second piece of audio of their own creation.  The audio can be anything, from field recordings to original music to a short narrative. Students bring in both a rendered audio file and individual stems, and may spend no more than 60 minutes in the studio working on it.
2) Each submission gets passed to another student, then uses the original material as the starting point for their own work. Again, they must limit themselves to 60 minutes of studio time and 30 seconds in duration, but other than that, they can do anything they want. Students bring in both a rendered audio file and individual stems.
3) We repeat that over and over, with a matrix set up in such a way that each student gets to work on each thread.

This quarter, I had ten students, so there are ten threads.  I've taken each thread and strung each iteration together in sequence, so you can hear how one thread changes as different designers get their hands on the material.  Enjoy!













Tuesday, December 11, 2018

2018 Film Sound Projects

Every fall, all of the Sound Design MFA students take a course called Trends in Modern Sound Design.  The structure of the course is very loose, designed so that we can examine interesting avenues of sound design without having to stick to a strict course outline.

Over the past few years, one of the projects that I've done with the students is a film project.  The class is divided into groups, and each group is given two 60-second clips of film. One of the clips has more dialogue, and the other has more sound content.  The student groups are tasked with replacing all of the audio in the clips. This includes re-recording dialogue, recording and/or editing sounds, and creating and/or editing music.  It's a big project that takes most of the quarter, and while each group is responsible for their own final product, they help each other out with big foley sessions, dialogue sessions, and walla sessions.  Towards the end of the class, we watch the videos and engage in a discussion of the final work.

We don't spend a lot of time in class preparing for the project. We talked a little bit about spotting (ie identifying sonic events) and DAW organization for film projects, but this project really is designed to encourage the students to find their own solutions. And, when we review the final work, the conversation is generally more about the creative impact of their work than about the technical implementation.

Here are the videos from this year's project!  (and, I should note that I did not secure rights to use these film clips.  All the work was done for educational purposes only.  If you are or represent the rightsholder and want me to remove the clips, please let me know and I'll do so immediately).

Special thanks to the members and friends of the UCI Sound community who lent their voices to this project: Ezra Anisman, Jack Bueermann, Hailey Byerly, Toni Fajt, Garrett Gagnon, Joanna Hui, Caroline Jones, Joseph King, Hunter Long, Sophia Metcalf, Hunter Moody, Joaquin Palting, Malik Proctor, Andrew J. Tarr.


True Romance (UCI Sound replacement project) from Vincent Olivieri on Vimeo.
Triplets of Belleville (UCI Sound replacement project) from Vincent Olivieri on Vimeo.
Hacksaw Ridge (UCI Sound replacement project) from Vincent Olivieri on Vimeo.
Get Out (UCI Sound replacement project) from Vincent Olivieri on Vimeo.
The Conversation (UCI Sound replacement project) from Vincent Olivieri on Vimeo.
Arrival (UCI Sound replacement project) from Vincent Olivieri on Vimeo.

Friday, January 20, 2017

Field Recording

Last fall, the last time my Trends in Modern Sound Design class met was to go on a field recording field trip to 1000 Steps Beach in Orange County.  The beach is about 15 minutes from campus down a steep stairway (about 232 steps - not that I was counting) from the Pacific Coast Highway.  Once you're on the beach, the road is inaudible, and at 9am, there's little human activity on the beach.  So, on the Monday of Finals Week, we hauled a bunch of gear down to the beach to make some field recordings.



Earlier in the quarter, we spent some time talking about how to strategize the recording session for optimal content collection and editing speed.  We first talked about what kinds of recordings we'd like to make. We settled on these formats:

* close-miked sound effects (water, animals, etc.)
* binaural ambience
* spaced-omni pair ambience
* coincident pair (XY) ambience
* omni ambience
* 5.1 ambience
* M/S ambience
* spaced-cardioid pair ambience

When we looked at the list of formats, it became apparent that we needed three teams of students. So, I divided the class into three teams.


  • Ben, Ning, and Mingna would together handle a system that included a SoundField ST-350 microphone and a pair of spaced AKG 414 microphones. The ST-350 sends four channels (ambisonic WXYZ), but can be decoded to omni, coincident pair, 5.1, and M/S. The AKG 414 microphones have an adjustable polar pattern, so the team could choose a spaced-pair omni or cardioid. Those six channels (WXYZ & two 414) fed into a Zoom F8 recorder.  They would set up on the beach and record ambience.  

  • Andrea and Andrew would together handle the shotgun mic for close-miked sounds.  They mounted a Sennheiser MKH 416 on a boom pole, recording onto a Zoom H6. Andrea handled the boom.  Andrew handled the recorder and monitored on headphones.  They were tethered by cable.

  • Jordan handled the binaural recording by himself.  He wore a custom-made binaural ball-cap, with the omni elements sewn into the headband at the ear positions.  Those mics fed a Zoom H4.  


We met on campus at 8:30 and caravanned to the beach.  Once we were on the beach, we found a rocky plateau sufficiently far up the beach (the tide was slowly coming in) to make an impromptu camp.  Each team was responsible for collecting all of the gear (including stands, cables, batteries, etc.) they'd need, so once we got to the beach, the teams started setting up.  Teams shotgun and binaural were first out of the gate, heading south to a rocky water cave with lots of great water-against-rock sounds.  Team multi-channel took longer to set up.


The recording session itself was lots of fun.  Team shotgun enjoyed scrambling over rocks to get some great sounds of water lapping against the rocks, but their attempts at wildlife was less than successful.







Team multichannel spent some time adjusting their microphone spacing and distance from the surf, but got some excellent recordings of surf.



Team binaural (Jordan) took had a much-needed opportunity to have some quiet communion with nature after a particularly busy quarter (and an emotionally-taxing production).



As the session wound to a close, the teams started packing up, and Ning found herself in the wrong place at the wrong time with respect to the tide.  


Ultimately, we collected some great recordings!  After the session, the students went back into the studio to edit and render the recordings.  Teams binaural and shotgun only had to create two and one-track recordings to render, but team multi-channel needed to use some specialized software in the Meyer Sound Design Studio to render their recordings into all of the requisite formats.  I created a Google Doc that automatically turned the recording information that the teams entered into the appropriate data formats for uploading, both to our private sound effects server and to FreeSound.org, where we've put our recordings for public access.  We're still working on mastering and uploading all the audio, but once it's done, I'll post a link on this blog!


Wednesday, December 7, 2016

Audio-for-Video Projects

Most fall terms, I teach a class called Trends in Modern Sound Design. Part of the class is a series of open-topic discussions but parts of the class are annual projects that we all look forward to. One of them is a sound-for-picture project. I divided the students into pairs, and each group got two sixty-second clips of film. Their task was to completely strip and replace the audio in the video, including re-recording all the dialogue, replacing all the sound effects, and layering in music.  The students had to work as recordists, directors, and producers. On the last day of class, we watched each video and engaged in a conversation about the team's process in recreating the sound.

Ben & Mingna:


Hateful Eight, UCI Sound Design exercise from Vincent Olivieri on Vimeo.



Usual Suspects, UCI Sound Design exercise from Vincent Olivieri on Vimeo.



Andrea & Andrew:


Mad Max Fury Road, UCI Sound Design exercise from Vincent Olivieri on Vimeo.


Jordan & Ning


The Revenant, UCI Sound Design exercise from Vincent Olivieri on Vimeo.


Trumbo, UCI Sound Design exercise from Vincent Olivieri on Vimeo.


We had lots of help creating these videos, mostly from friends of the program lending their time and voices in the studio. Thanks especially to Sam Arnold, Aaron Arroyo, Amy Bolton, David Hernandez, Brandon Hitchcock, and MFA Sound Designer Ben Scheff for providing their voice work!


(a note on copyright: as these projects were designed as classroom exercises, we did not secure any rights to these films. If you are the rightsholder of any copyrighted material contained herein and would like us to remove these clips, please let us know and we'll be happy to.)

Thursday, December 1, 2016

Track and Field

In my Trends in Modern Sound Design class, we've started doing an annual project, inspired by alumnus Stephen Swift, called 'Track and Field.' Track and Field is an exercise in both creativity and efficiency, and it's played over the course of the entire quarter with a series of due dates.

On the first due date, each player creates 30 seconds of sound, completely self-driven. They can spend no more than 60 minutes creating the piece, and once they're done creating, they create both a rendered mix and a series of stems. As a class, we listen to the mix. After the class, a different player takes the stems and uses them to create something entirely new, also spending no more than 60 minutes on the project. At each due date, we listen to the most recent batch of mixes, and then a new student takes the stems to create a new version.

In addition to being a highly creative project, the requirement that the player not spend more than 60 minutes on their version motivates each player to work as efficiently as possible.  Different students choose different technical goals for themselves, with some choosing to sample a lot of different DAW platforms, and others choosing to delve deep into the intricacies of one particular piece of software. An open-ended project like this allows them to shape their goals and pursue them with focus.

There were six students in the class this quarter, so there are six threads in this year's iteration. I set up a transfer matrix so that each student got to touch each version.  At the end of the quarter, instead of listening just to this week's versions, we listened to each thread, all the way through. It's interesting to hear which elements come and go over the course of the project, and which elements work as throughlines throughout the entire project. 

Here are each thread, with each version in sequence.  I hope you enjoy the oddity that is this year's Track & Field!

Monday, December 7, 2015

Track and Field

In my Trends in Modern Sound Design class, we've started doing an annual project, inspired by alumnus Steven Swift, called 'Track and Field.' Track and Field is an exercise in both creativity and efficiency, and it's played over the course of the entire quarter with a series of due dates.

On the first due date, each player creates 30 seconds of sound, completely self-driven. They can spend no more than 60 minutes creating the piece, and once they're done creating, they create both a rendered mix and a series of stems. As a class, we listen to the mix. After the class, a different player takes the stems and uses them to create something entirely new, also spending no more than 60 minutes on the project. At each due date, we listen to the most recent batch of mixes, and then a new student takes the stems to create a new version.

In addition to being a highly-creative project, the requirement that the player not spend more than 60 minutes on their version motivates each player to work as efficiently as possible.

There were seven students in the class this quarter, so there are seven threads in this year's iteration. I set up a transfer matrix so that each student got to touch each version.  At the end of the quarter, instead of listening just to this week's versions, we listened to each thread, all the way through. It's interesting to hear which elements come and go over the course of the project, and which elements work as throughlines throughout the entire project.

Here are each thread, with each version in sequence.  I hope you enjoy the oddity that is this year's Track & Field!







Sunday, December 6, 2015

Audio-for-Video Projects

Classes for the quarter is over, and final projects are being turned in. There are a couple that I want to share with you.  The first is a sound-for-picture project. I divided the students into pairs & trios, and each group got two sixty-second clips of film. Their task was to completely strip and replace the audio in the video, including re-recording all the dialogue, replacing all the sound effects, and layering in music.  The students had to work as recordists, directors, and producers. On the last day of class, we watched each video and engaged in a conversation about the team's process in recreating the sound.

Andrea & Jordan:


Annie Hall, UCI Sound Design exercise from Vincent Olivieri on Vimeo.

Monsters Inc., UCI Sound Design exercise from Vincent Olivieri on Vimeo.



Kelsi, Garrett, & Jacques:


Empire Strikes Back, UCI Sound Design exercise from Vincent Olivieri on Vimeo.
Maltese Falcon, UCI Sound Design exercise from Vincent Olivieri on Vimeo.



Matt & Ben:

True Romance, UCI Sound Design exercise from Vincent Olivieri on Vimeo.

Requiem for a Dream, UCI Sound Design exercise from Vincent Olivieri on Vimeo.

We had lots of help creating these videos, mostly from friends of the program lending their time and voices in the studio. Thanks especially to Sam Arnold, Sera Bourgeau, Amy Bolton, Martha Carter, David Hernandez, Kelsey Jackson, Kelsey Jenison, Nick Manfredi, Kevin Shewey, and Jessica Van Kempen!


(a note on copyright: as these projects were designed as classroom exercises, we did not secure any rights to these films. If you are the rightsholder of any copyrighted material contained herein and would like us to remove these clips, please let us know and we'll be happy to.)

Wednesday, December 2, 2015

Field Trip to Sony Game Studios!

Waking up at the break of dawn to traverse the icy cold winter morning, we ventured down south to find, not warmer weather, but the Sony Games studio in San Diego. Located deep within the unmarked corporate buildings of Mira Mesa, Sony Games sits hidden from the random pedestrian. Although from the outside the building is nothing to gawk at, once you enter the front door of the reception desk everything changes. Greeted by their friendly receptionist and a display of their various game systems all summed up to one golden PS3 placed behind bulletproof glass on a pedestal, the hype was definitely real.

After a signing of an NDA, a verification of our identification cards, and a official looking man having a brief private conversation with Vinnie, we were prepared to look behind the veil of Sony. A big thank you to sound designer Kurt Kellenberger, our official guide for this excursion. Leading the way into the bowels of the development team, we were briefly shown the various cubicles occupied by each of their production teams, including coders, graphic designers, and in house game testers all sporting decorations of various sports teams from around the country.

Once we wrapped up in that first building, we headed into a different building across the street. Here, we got a sneak peak into one of the studios, a padded room with all sorts of consumer speakers ready for testing. Next we were shown the studio in which Sony produces some of their sound effects with a clutter of miscellaneous materials, all scattered in and around a foley pit located in the center of the room (a studio any sound designer would dream of having access to). The next room we entered was a show room of sorts and had the all too familiar Protools session open. Here Kurt gave us a view into the next step of their sound implementation, we were then shown a video with 100% of the sound effects were produced in the  aforementioned studio, and were informed of their in-depth sound effects library (a section of which is dedicated to the diverse sound of the human fart, a must have in any sound effects library!). With the clock ticking, the last visit on our tour we were given a sneak peak into the program which Kurt used to implement the sounds in a video game. Replaying a scene over and over and showing all the possible outcomes that could occur in the video game world, we got to learn how a sound designer battles with a gamer's free will,  attempting to predict all the actions a player could possibly make, and using this to maintain the games immersiveness. Running behind on time, we wrapped up the tour, with an open invitation for us to apply for their internship program, and Kurt guiding us back to our vehicles. With a big thank you and a sorrowful farewell to Kurt and Sony Games, we began the return back to campus, leaving with a whole new appreciation and understanding of what it takes to design a video game, leaving all of us thinking about this other possible career path.

- Jacques

Sony Games Sound Design Kurt Kellenberger speaks. Garrett Hood, Andrea Allmond, and Jordan Tani listen.

Saturday, January 4, 2014

Final Project: Film clips!

In last term's Trends in Modern Sound Design class, the MFA Sound Design students tackled a huge project.  I paired them off and gave each group two two-minute video clips. Their assignment was to completely replace the audio.  They had to conceptualize (I asked them to be true to the original movie, and not, for example, replace footsteps with bell rings).  They had to write or pull new music. They had to record/pull and edit sound effects. They had to cast, manage, and direct voice talent. They had to pull all of their elements into a ProTools session, keeping things organized and flexible for edits.  They had to bring all of these elements into alignment, blending them into one aural image.

I tried to give each pair of students two contrasting videos.  One was more sound effect-y, and one was more dialogue-y.

I was fairly blown away by the results. There's some exquisite work here, and in some places, I think the students' final projects were better than the source audio.  But, why don't you be the judge?

Thanks also to all of the vocal talent that ended up in these projects, including some MFA Acting students. The cast for all six included: Mark Caspary, Matt Glenn, Matt Eckstein, Leslie Lank, Matt Koenig, Blake Morris, Josh Odess-Rubin, and Jade Payton.







(I should be clear here that since these projects were done in a university setting and for academic credit, I did not secure rights to any of the video or music content. If you are a rightsholder for any of the content here and want me to remove it, please email me and I will gladly do so.)

Friday, October 18, 2013

Field Trip: L'Acoustics

Today, the grad students and I took a trip up to the L'Acoustics in Oxnard, northwest of LA. L'Acoustics is  one of the premiere loudspeaker manufacturers in the world, but most of us had not gotten a chance to take a good hard listen to their products. Scott Sugden was our contact, and he spent half a day with us, talking about science, theory, and lots of listening.

Our day started with a lecture/discussion about sound and physics. Scott talked about coaxial v. non-coaxial cabinets and how L'Acoustics applies those ideas into their smaller cabinets. From there, he shifted seamlessly into line array theory, including a clear illustration of how line arrays function differently than point-source boxes. Along the way, we listened to most of the product line, including a scrimmage shoot-out between a Kiva array and a Kara array (which both sound pretty damn amazing).

Line Array shootout. Be aware of bleeding ears.


I won't get too wonky here except to say that after taking Bob McCarthy's SIM class last month and Jamie Anderson's SMAART school last year, it was fascinating to hear yet another take on sound systems, measuring, design, and theory. The physics don't change, but focus of attention does.

Thanks to Scott and everyone at L'Acoustics who took care of us and made today happen!  We hope to see you again soon!

Josh, Mark, Kelsi, Matt, Scott, Matt, and Brian.  Thanks, Kelsi, for the branding!

Wednesday, October 2, 2013

Field Trip to QSC Amplifier headquarters

Every fall, I teach a class in the graduate program called 'Trends in Modern Sound Design.' The class is primarily a rotating technical topics class, and one of the things that I try to do every year is take at least one field trip.  Today, we took a short drive into Costa Mesa to visit the QSC headquarters and factory.

Siobhan Lamb, Project Manager for Strategic Programs, met us and gave us a tour of the factory floor. This particular location builds amplifiers and loudspeakers, and Siobhan talked us through the process, precision, quality assurance, inspection, and fabrication details of the amps. We were impressed with the attention to detail that QSC puts into their amplifier lines.  After leaving the amplifier floor, we walked to the next building to visit the loudspeaker manufacturing floor, where the cabinets are built, electronics are installed, and units are tested all in two large rooms.

Siobhan then passed us off to Dale Sandberg, a Senior Project Manager, who gave us a little presentation on the functional design of amplifiers. He talked to us about the different classes of amplifiers (new information for some of us, a review for others) and the advantages/disadvantages of each of them.  Then, in a brief q-and-a session, we got him to open up about QSC's approach to audio-over-ethernet (which is quite different than what some of our other contact have been saying).  

It was a very rewarding day - big thanks go to Siobhan and Dale for putting the visit together, and for everyone at QSC who made time for us!

Josh, Mark, Kelsi, Matt G, Brian, Dale, and Matt E. at the QSC headquarters.

Wednesday, December 19, 2012

Track & Field

Back in a previous life as a web developer, Friday afternoons in the office were made a little more bearable thanks to a game called Layer Tennis.  In this game, two artists trade a Photoshop file back and forth every 15 minutes for 10 rounds. Each artist creates 5 banner images from a mashup of the previous rounds plus any other inspiration they care to draw from.

I'd long wondered how Layer Tennis would be played using sound instead of images.  I told Vinnie about the game, and we came up with a longform version for our Trends in Modern Sound Design class.  I'm calling it (sound) Track & Field (recordings).  It's one part Layer Tennis, one part Guerilla Sound, and one part Telephone Game.

We setup two teams: Stephen Swift, Josh Fehrmann, Brian Svoboda, David Backovsky; and Patricia Cardona, Matt Glenn, Mark Caspary, Michael Matthews.  Each week, the team's Pro Tools session would get passed to the next member in line like a baton in a relay race.  Each designer then had 1 hour to create a 30 second audio clip, which would get placed on the master track right after the previous clip ended.  For the first week, everyone created a 30 second sound clip as a jumping off point; so actually, each team was responsible for four Pro Tools sessions, and the one you were personally responsible for that week was just based on where you were in the rotation.

We've been going at this for seven weeks now, and collectively have generated a half-hour of audio: that's 8 relay games, each with seven 30 second sound clips strung together.  We've posted them here for your entertainment... Enjoy!


Group 1, Rotation 1: Stephen, Josh, Brian, David, Stephen, Josh, Brian



Group 2, Rotation 1: Patricia, Matt, Mark, Michael, Patricia, Matt, Mark



Group 1, Rotation 2: Josh, Brian, David, Stephen, Josh, Brian, David



Group 2, Rotation 2: Matt, Mark, Michael, Patricia, Matt, Mark, Michael



Group 1, Rotation 3: Brian, David, Stephen, Josh, Brian, David, Stephen



Group 2, Rotation 3: Mark, Michael, Patricia, Matt, Mark, Michael, Patricia



Group 1, Rotation 4: David, Stephen, Josh, Brian, David, Stephen, Josh



Group 2, Rotation 4: Michael, Patricia, Matt, Mark, Michael, Patricia, Matt



Thursday, December 13, 2012

Blizzard Studios

Recently, for our last class session of my Trends in Modern Sound Design class, we took a field trip across town to Blizzard Studios.  If you play video games at all, chances are good that you have played a Blizzard game at some point in your life (their products include World of Warcraft and Diablo, both of which get screen time in my house). Blizzard is known for creating immersive designs with a lot of attention to detail, and we wanted to see how their sound team handled such large and complex projects.

We all had to sign nondisclosure agreements, so I can't talk much about what we saw on our visit, but here are some things I can say:

  • The sound team and the music team work side by side. The designers, composers, and engineers are in constant conversation with each other, and they all seem to agree that this makes the end result much stronger.
  • The sound team has a large and growing collection of custom field recordings, which they use to create the sounds of creatures and environments. They do use commercial effects libraries, but they definitely mix in their own sounds.
While on our visit, we spent time with a number of people in the sound/music area who each took time to show us a bit of what they do and talk to us about the game sound world. Thanks to everyone at Blizzard for a great visit!

And, here's the obligatory photo of our group in front of the Blizzard Orc:





Tuesday, November 27, 2012

Special Guest: Son Lux

Yesterday, Trends in Modern Sound Design, my class with the graduate students, had a special guest. Ryan Lott, who creates music under the moniker Son Lux, joined us to talk about his work from a creative and technical point of view. We've been talking about Native Instruments softsampler software Kontakt a lot this quarter, and Ryan uses it extensively in his work. He was more than happy to talk about his philosophy of music and how he uses Kontakt to create music and sound that supports his philosophy.  


Kontakt is a very deep piece of software, and it's easy to get lost in the intricacies of the mechanics. Tracking down keymappings, plug-in settings, pitch changes, keyspan settings, etc. can lead one down a garden path, and Ryan tries very hard to use Kontakt as an organic extension of his musical sensibility, not as a hindrance to it. As he explained these ideas, he also walked us through some of the ways he uses Kontakt; I think we were all excited by how well he was able to keep his music sounding imperfect - we often think our music should sound perfect, so it was nice to see someone struggle and succeed at holding on to the cracks.



Ryan recently worked on the score for the film 'Looper' with composer Nathan Johnson, and some of the work that he showed us and played for us today came from that project. You can check out some videos on the making of the score here, here, and here. Ryan was able to set up a Skype conversation with Nathan, and the students asked him about how he used field recording elements in his score. Here's a shot of that session:


Nathan was Skyping in from his current project, where he was working out of the basement studio of the director.  Shortly into our conversation, as Patricia was asking a question, Nathan was interrupted when the director walked into the studio.  The director: Joseph Gordon-Levitt!  I managed to sneak a quick photo.


Squee factor aside, the visit with Ryan and the brief chat with Nathan were really terrific.  I know that I came away from the morning inspired, and I suspect the students did too.  Thanks, Ryan, for a great morning!