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