I’m going to rethread over this older thread with specifics about how I approached the initial sound design and FX organizational workflow for #Encanto. We had four sound effects editors, plus me and one assistant. Just me designing sounds. 🧵 1/?
First watch, I gathered character names, relationships, gifts, and listed out design elements like candle and door magic, casita stress/cracks, animals, ambience ideas, where and how often things repeated (e.g. casita formation in opening and ending). 2/?
I also note my feelings about the themes, character arc, narrative shape, setting, and focal points of the story, because story needs to be my core focus from the start. This will inform the aesthetic direction and also where I spend my and my team’s energy most efficiently. 3/?
Often my initial idea of what’s needed will break into multiple categories during design. e.g. Should sand and magic be separate categories for Bruno’s gift? Have to strike a balance between detail and ease of use. 5/?
Predub (premix) layout looks something like this. It’s never set in stone, but helps things stay consistent reel-to-reel, which saves the re-recording mixer time. What I have to look at is that across 6-7 reels, elements will not overlap on the same predub. 6/?
{{What I call a predub/premix is a discrete grouping of tracks that will get mixed internally and then printed as a single 7.1 (or other) track…or left mixed but unprinted and controlled by VCAs if it’s an “in-the-box” mix.}}
Even though we have lots of wood, metal, tile materials in the library, performance & tonality was important for the musical quality of la casita’s voice, so I put new ideas on the list. Also fresh candle flame recordings, magic textures, plants… 7/?
This time I tested making a “available in Show Library” list of what material I had created, what it was for, & any notes about it. A big library can be overwhelming, esp when an editor only needs a portion for their reels, so I hoped this document would help answer questions.9/?
The film is divided into 10-15 min reels. Encanto's first & final reels are magic-heavy + casita reprises, so I took those. The difficult FX reels like Luisa's song + Bruno tower, & Isabela song + casita breaking went to the most experienced editors. 10/?
I spent about one week recording & worktaping new material for the library. Then into design/edit/supervising mode when it’s harder to pop out and record things. Our assistants continue to record throughout, responding to FX and foley team needs. 12/?
Not all film sound designers play a supervising role. I enjoy it and feel like my job is to make the whole track as cohesive and high quality as I can, so I try to set us all up for success. 13/13
I hope this was helpful or interesting! Drop questions here if you have them.🕯️✨
We can learn so much from each other—even in different departments, or film vs game audio—I try to share workflow and creative process whenever possible. Search my handle and #sounddesign for older threads. 💙
This explosion recording day was for War Horse. World War I is a time period that not very many living people have actually HEARD. This gave the sound designer and editors some liberty to be interpretive and nonliteral with some of the war environment, guns, vehicles, etc.
We tried various things with the liquid nitrogen, which all had very different qualities. When sealed in a plastic jug, it will eventually explode (or implode a trash bin). We tried different sized jugs… and different material cans.
We don’t always have the time or budget to collect many new/unique sounds for every film, esp. on Marvel projects which are so busy. We also may not know what we need until a visual effect shows up, or we learn that something cut/designed isn’t working.
Ideally, we put together a recording wish list at the very start of the project. These are sounds we don’t have in the library, or have but want better recordings of/variations of, or textures & components to use for designing.
I love recording funny sounds. Baymax’s squeaky body was a yoga ball I sat on at work (good for spine!). There are so many ways to perform a squeaky prop. I manipulated every phrase I could out of it. Fast, slow, rhythmic, impacty. It had a nice resonant “inflated” feel.
A lot of humor both visual and sonic comes from rhythm and pacing. (Sometimes in writing too!) A squeak in just the right moment, or a beat of silence so the next sound has more impact. Play with expectations.
Long #sounddesign thread! First half will be obvious stuff to people in #filmsound#audiopost#postproduction, but maybe interesting to outsiders. Second half is about rhythm and the importance of silence.
Viewers often think all sound is recorded magically on set. Nope! 90% of the sound is added in during post production. Ambiences, crowds, foley (footsteps, props, cloth movement), sound effects. Not just for films with lots of visual effects.
The focus of on-set recording is to capture clean dialogue, and often even that may be replaced later if it’s too noisy, the line needs to be changed, or director wants a different performance.
Some people enjoyed my #sounddesign craft thread the other day + they’re fun for me, so let’s try another! This time I want to talk about hard-to-describe sound concepts. e.g. Vormir in #InfinityWar
Sometimes the hardest part is translating clients’ explanations & descriptions into a sonic experience. Esp. true for surreality, ambiguous objects/powers, magic, etc. Often deciphering comes down to “just make it really cool”—which is all all about drumming up creative ideas.
The Vormir plateau was more or less pitched as giant stone/magnetic tuning forks vibrating to create tiny vacuums in spacetime… I can’t go out and record giant vibrating stones or spacetime vacuums or mini black holes. So, where to start?