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1480 461555 E-mail: a.brown@audiomedia.com

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phases was a very mechanical, almost robotic, sounding creature.<br />

At that stage, I felt we had lost the kind nature and essence of<br />

the creature depicted in Shaun’s book. He had evolved way too<br />

much into a machine during this process and I felt that this was<br />

going to hinder the intended empathetic response we wanted from<br />

the audience.<br />

So, the third stage involved toning it back massively and using<br />

the sounds we had made to tastefully colour, but not overwhelm, the<br />

creature and using pitch and texture plug-ins on various elements to<br />

take the edge off. I ended up using most of the sounds we recorded<br />

at one point or another in the final mix, just not all at the same time.<br />

DM: The film features a number of semi organic, semi<br />

mechanical creatures. How did you <strong>com</strong>bine the two?<br />

JK: These creatures are the organification of discarded bits of hard<br />

rubbish rejected by the ordered society. Finding vocalisations for<br />

these creatures posed a number of creative and technical challenges.<br />

I was really inspired by how the monster roars of the original<br />

Godzilla (1954) were created. To achieve the mass and piercing<br />

presence of the beast, the Japanese sound team lead by Ichirô<br />

Minawa recoded the reverb created from the sound of rubbing<br />

a resin-coated leather glove along the strings of a double bass.<br />

This encouraged me to seek character vocalisations that sound<br />

organic in nature but are sourced from inanimate objects.<br />

I found that the most effective way of addressing this was to<br />

explore sounds inspired by the texture of any given creature.<br />

For example, many of LT’s vocalisations are linked visually to the<br />

movement of his iron crab like eyes. In reference to the texture of<br />

the creature, and in sync with the expressions on the eyes, we<br />

were able to capture and <strong>com</strong>pliment the emotion and character<br />

of creature with sighs made by squeaking a rusted old door hinge.<br />

DM: The idea boundary between Foley and sound design is<br />

often vague at the best of times, though can be especially<br />

true for animation – indeed, some question the ‘sound design’<br />

label amongst Foley and Editorial.<br />

JK: Indeed Foley played a critical role in the creation of the final<br />

sound design and its input was priceless at pre-production.<br />

Adrian Medhurst’s Foley performance on this film far exceeded the<br />

feet, handling sounds and fabric rustles Foley artist are famous for.<br />

Adrian was as keen as I was to experiment and explore the sounds<br />

of the strange creatures, locations and vehicles depicted in the film.<br />

It was during this collaboration with Adrian that most of the<br />

recordings where made.<br />

Our distinct roles of Foley Artist and Sound Designer respectively<br />

<strong>com</strong>pletely overlapped during this recording period. Indeed, the<br />

track owes a lot to Adrian’s incredible creative contribution. Lots of<br />

little short experiments in both of our studios lead to big libraries<br />

of sounds. As we were given a generous development period, we<br />

had the opportunity to explore the minutia of every movement<br />

onscreen – which is an extreme luxury given the unfortunate trend<br />

of shrinking post production schedules.<br />

I also see great sound design value in the experiments as<br />

you learn a lot of new tricks about mics and props and in the<br />

end that is what makes you a better film sound person period.<br />

Although the track is a <strong>com</strong>bined contribution of a number of skilled<br />

crafts people, it is ultimately the Sound Designer (or Supervising<br />

Sound Editor if that term appeals) who is accountable to the<br />

production and listening audience. You have to trust your team<br />

but you also have to trust your instinct about what will work and<br />

what wont. If you do your job right, nobody notices its existence.<br />

If anything is out, you’ve lost your audience, the illusion of cinema is<br />

lost and it’s on you as the person who designed it to sound that way.<br />

DM: What’s distinguishes the idea of Sound Design from the<br />

other disciplines?<br />

JK: ...I’m surprised at how popular this conversation continues to<br />

be. Coming from the short film and Indie world, the term ‘Sound<br />

Designer’ has meant only one thing for at least a decade. That is,<br />

the person who works with the director to design the overall sound<br />

track to helps tell his or her story. I think that the popularity of this<br />

term amongst my peers in the underground and its acceptance of it<br />

by rising directors and producers internationally will hopefully break<br />

the wave of this discussion in the near future.<br />

In the established feature film world, there seems to be a lot of<br />

<strong>com</strong>fort and protection of this term ‘Supervising Sound Editor’ which<br />

perhaps aptly describes the role of some practitioners and this is<br />

totally cool if it works for everyone involved. Who am I to judge?<br />

I tend to work with directors who really like to engage with sound<br />

people and who can convey <strong>com</strong>plex sonic ideas for story telling<br />

and seek for me to collaborate on the overall aesthetic of the film<br />

through my sound work. In this role, the Supervising Sound Editor’s<br />

contribution extends further than just supervising a team of sound<br />

editors. Many great directors have also been quoted to believe that<br />

sound is 50% of the film going experience and subsequently give<br />

this process a lot of attention in their filmmaking process. So as a<br />

sound person, if your creative contribution to a film is at least that of<br />

the Production and Costume designers, why not call yourself a sound<br />

designer? It is what we are doing, isn’t it?<br />

Like any designer in any field from town planning to building<br />

robots, sound designers are hired onto projects, given a design<br />

brief and are ultimately required to satisfy someone else’s creative<br />

vision. Like all designers, we sound designers work with a team of<br />

specialised crafts people who all contribute to satisfy this vision.<br />

DM: Can you think of an example that illustrates that?<br />

JK: The beginning of the beach scene is one of my favorite sound<br />

design moments in the film. It established the environment, gives<br />

weight and personality to the characters and guides the audience<br />

hearing. This was all achieved during the pre-mix.<br />

The atmosphere was layered using about a dozen tracks. I used<br />

a number of distant sounds from factories, gentle winds and water<br />

laps from an industrial beach and other small industrial highlights<br />

as my core ingredients. Like almost every atmosphere in the film, the<br />

sound pressure level of each element is in constant state of flux as to<br />

tune the audience’s listening point of that of the character ‘Boy’ as<br />

his listening focus changes.<br />

With every step the boy takes we hear the grainy sand <strong>com</strong>press<br />

beneath his feet and the jiggling of bottle caps the boy has collected<br />

in his bag that day. These were beautifully recorded and performed<br />

by Adrian. Whilst Adrian recorded a bunch of other layers and feet<br />

options for this character, I used only these particular sounds for the<br />

boy in this scene as they reinforced the narrative point of where he<br />

is and what he was doing at the beach that day. ∫<br />

AUDIO MEDIA JUNE 2011<br />

29

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