Tag Archives: audio post

Zach Robinson on Scoring Netflix’s Wrestlers Docuseries

No one can deny the attraction of “entertainment” wrestling. From WWE to NXT to AEW, there is no shortage of muscular people holding other muscular people above their heads and dropping them to the ground. And there is no shortage of interest in the wrestlers and their journeys to the big leagues.

Zach Robinson

That is just one aspect of Netflix’s docuseries Wrestlers, directed by Greg Whiteley, which follows former WWE wrestler Al Snow as he tries to keep the pro wrestling league Ohio Valley Wrestling (OVW) going while fighting off mounting debt and dealing with new ownership. It also provides a behind-the-scenes look at these athletes’ lives outside of the ring.

For the series’ score, Whiteley called on composer Zach Robinson to give the show its sound. “Wrestlers was a dream come true,” says Robinson. “Coming into the project, I was such a huge fan of Greg Whiteley’s work, from Last Chance U to Cheer. On top of that, I grew up on WWE, so it was so much fun to work with this specific group of people on a subject that I really loved.”

Let’s find out more from Robinson, whose other recent projects include Twisted Metal and Florida Man (along with Leo Birenberg) and the animated horror show Fright Krewe

What was the direction you were given for the score?
I originally thought that Greg and the rest of the team wanted something similar to what I do on Cobra Kai, but after watching the first couple of episodes and having a few discussions with the team, we wanted to have music that served as a juxtaposition to the burly, muscular, sometimes brutal imagery you were seeing on screen.

Greg wanted something dramatic and beautiful and almost ballet-like. The music ends up working beautifully with the imagery and really complements the sleek cinematography. Like Greg’s other projects, this is a character drama with an amazing group of characters, and we needed the music to support their stories without making fun of them.

What is your process? Is there a particular instrument you start on, or is it dependent on the project?
It often starts with a theme and a palette decision. Simply, what are the notes I’m writing and what are the instruments playing those notes? I generally like to start by writing a few larger pieces to cover a lot of groups and see what gauges the client’s interest.

In the case of Wrestlers, I presented three pieces (not to picture) and shared them with Greg and the team. Luckily for me, those three pieces were very much in the ballpark of what they were looking for, and I think all three made it into the first episode.

Can you walk us through your workflow on Wrestlers?
Sometimes, working on non-fiction can be a lot different than working on a scripted TV show. We would have spotting sessions (meetings where we watch down the episode and discuss the ins and outs of where the score lives), but as the episodes progressed, I ended up creating more of a library for the editors to grab cues from. That became very helpful for me because the turnaround on these episodes from a scoring standpoint was very, very fast.

However, every episode did have large chunks that needed to be scored to picture. I’m thinking of a lot of the fights, which I really had to score as if I was scoring any type of fight in a scripted show. It took a lot of effort and a lot of direction from the creative team to score those bouts, and finding the right tone was always a challenge.

How would you describe the score? What instruments were used? Was there an orchestra, or were you creating it all?
As I mentioned earlier, the score is very light, almost like a ballet. It’s inspired by a lot of Americana music, like from Aaron Copland, but also, I was very inspired by the “vagabond” stylings of someone like Tom Waits, so you’ll hear a lot of trombone, trumpet, bass, flute and drums.

Imagine seeing a small band performing on the street; that’s kind of what was inspiring to me. This is a traveling troupe of performers, and Greg even referred to them as “the Muppets” during one of our first meetings. We also had a lot of heightened moments that used a large, epic orchestra. I’m thinking especially about the last 30 minutes of the season finale, which is incredibly triumphant and epic in scope.

How did you work with the director in terms of feedback? Any examples of notes or direction given?
Greg and producer Adam Leibowitz were dream collaborators and always had incredibly thoughtful notes and gave great direction. I think the feedback I got most frequently was about being careful not to dip into melodrama through the music. The team is very tasteful with how they portray dramatic moments in their projects, and Wrestlers was no exception.

There were a few times I went a bit too far and big in the music, and Greg would tell me to take a step back and let the drama from the reality of the situation speak for itself. This all made a lot of sense to me, especially because I understood that, coming from scoring mostly scripted programming, I would tend to go harder and bigger on my first pass, which wasn’t always appropriate.

More generally, do you write based on project – spot, game, film, TV — or do you just write?
I enjoy writing music mostly to picture, whether that’s a movie or TV or videogame. I enjoy it much more than writing a piece of music not connected to anything, and I find that when I have to do the latter, it’s incredibly difficult for me.

How did you get into composing? Did you come from a musical family?
I don’t come from a musical family, but I come from a very creative and encouraging family. I knew I wanted to start composing from a very young age, and I was incredibly fortunate to have a family that supported me every step of the way. I studied music in high school and then into college, and then I immediately got a job apprenticing for a composer right after college. I worked my way up and through a lot of odd jobs, and now I’m here.

Any tips for those just starting out?
My biggest piece of advice is to simply be yourself. I know it sounds trite, but don’t try to mold your voice into what you think people want to hear. I’m still learning that even with my 10 years in the business, people want to hear unique voices, and there are always great opportunities to try something different.

Sunday Ticket

Creating Sounds for NFL Sunday Ticket Super Bowl Spot

Recreating what a flying football player might sound like as a bird when it lets loose with a caw isn’t your usual Super Bowl spot brief… but that was the heart of what Alt_Mix had to do when coming up with the sound design for Migration, the NFL Sunday Ticket ad that ran right before kickoff of Super Bowl LVIII.

Conceived by YouTube Creative Studio and produced by MJZ, the spot shows what happens when football players take to the skies in their annual, end of season migration. YouTube Creative Studio turned to Alt_Mix , a New York-based audio post studio founded by veteran mixer Cory Melious, for the second year in a row to provide complete audio mixing and sound design services for their Super Bowl commercial.

Sunday TicketMigration opens with a birder watcher raising binoculars to his eyes. “Beautiful, isn’t it,” he says softly as an orchestral score from music studio Walker rises in the background and we hear the far-off cawing of the flying gridsters. “Each year they must follow the path of migration, but never fear, they’ll be back,” he says as we see the players swooping in to grab a fish from a lake or alighting gently just outside a cabin.

Alt_Mix handled all aspects of the spot’s final audio, including sound design from the ground up, voiceover recording and mix.

The greatest challenge was figuring out what a football playing “birdman” should sound like. “There was a lot of testing and experimentation in coming up with just the right sound to their calls,” says Melious, who’s something of an amateur birder himself. “The creative team had a really good idea of what they wanted us to achieve, and it was our job to help them articulate that with sound. We did lots of variations, and in the end, we mixed humans making bird sounds with actual bird calls to get just the right pitch and tone.”

The spot features a number of players, such as D’Andre Swift, the running back for the Philadelphia Eagles; Baltimore Ravens tight end Mark Andrews; and Seattle Seahawks wide receiver Tyler Lockett. Also appearing at the end of the spot, watching Sunday Ticket in the cabin scene, are the popular YouTube Creators Deestroying, Pierson Wodzynski and Sean Evans.

There was an interesting interplay between the artists doing the edit (Joint), effects and finishing (Blacksmith) and the soundscape his studio created, Melious adds. “They recognized that the sound had to be strong in order to sell the idea of a football player-sized bird that migrates.

For instance, they were editing the Tyler Lockett scene with no sound on him. “But once they laid the soundtrack on, it became a laugh-out-loud moment,” says Melious. “For the story to work, we needed to connect the details seen in the visuals to make them believable, so we worked really hard to bring those tiny movements alive with sound, like when the tree branch snapped after a player landed on it, or the dust and debris kicked up when they landed by the cabin. It’s all about elevating the viewers’ experience.”

 

CAS Awards

Sound Mixing Awards: CAS Announces Nominations

The Cinema Audio Society (CAS) has announced its nominees in seven categories for the 60th Annual CAS Awards, which will recognize Outstanding Achievement in Sound Mixing for 2023. The 60th CAS Awards will be held on Saturday, March 2, at the Beverly Hilton.

As previously announced, the society will honor multi-award-winning sound mixer Joe Earle, CAS (American Horror Story, Six Feet Under), with the CAS Career Achievement Award.

CAS Award nominees represent the contributions of sound mixers, honoring outstanding achievements in the craft of sound mixing for both film and television. Each year CAS members, possessing extensive expertise in the art and science of sound mixing, review hundreds of projects to ensure that nominees truly embody excellence in sound mixing in motion picture and television entertainment.

“2023 posed numerous challenges for the industry, yet we remain deeply grateful for the abundance of contenders and are truly impressed by the skills and talent displayed by the sound community,” says CAS president Peter Kurland. “The upcoming awards promise a celebration of our community’s remarkable efforts, achievements and work. We extend heartfelt congratulations to all the deserving nominees.”

The 60th Annual CAS Award nominees for Outstanding Achievement in Sound Mixing are:

MOTION PICTURES – LIVE ACTION

Barbie  

Production Mixer – Nina Rice
Re-Recording Mixer – Kevin O’Connell CAS

Re-Recording Mixer – Ai-Ling Lee CAS
Scoring Mixer – Peter Cobbin
Scoring Mixer – Kirsty Whalley
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Kevin Schultz

Ferrari

Production Mixer – Lee Orloff CAS

Re-Recording Mixer – Andy Nelson CAS

Re-Recording Mixer – Tony Lamberti
Re-Recording Mixer – Luke Schwarzweller CAS
Scoring Mixer – Andrew Dudman

ADR Mixer – Matthew Wood
Foley Mixer – Giorgi Lekishvili

Killers of the Flower Moon

Production Mixer – Mark Ulano CAS
Re-Recording Mixer – Tom Fleischman CAS
Re-Recording Mixer – Eugene Gearty
Foley Mixer – George A. Lara CAS

Maestro

Production Mixer – Steven A. Morrow CAS
Re-Recording Mixer – Tom Ozanich
Re-Recording Mixer – Dean A. Zupancic
Scoring Mixer – Nick Baxter
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Walter Spencer

Oppenheimer

Production Mixer – Willie D. Burton CAS
Re-Recording Mixer – Gary A. Rizzo CAS
Re-Recording Mixer – Kevin O’Connell CAS
Scoring Mixer – Chris Fogel CAS
Foley Mixer – Tavish Grade
Foley Mixer – Jack Cucci
Foley Mixer – Mikel Parraga-Wills

 

MOTION PICTURES – ANIMATED

Elemental

Original Dialogue Mixer – Vince Caro CAS
Original Dialogue Mixer – Paul McGrath CAS
Re-Recording Mixer – Stephen Urata
Re-Recording Mixer – Ren Klyce
Scoring Mixer – Thomas Vicari CAS
Foley Mixer – Scott Curtis

Spider-Man: Across the Spider-Verse

Original Dialogue Mixer – Brian Smith

Original Dialogue Mixer – Aaron Hasson
Original Dialogue Mixer – Howard London CAS
Re-Recording Mixer – Michael Semanick
Re-Recording Mixer – Juan Peralta
Scoring Mixer – Sam Okell

Foley Mixer – Randy K. Singer CAS

Teenage Mutant Ninja Turtles: Mutant Mayhem

Original Dialogue Mixer – Doc Kane CAS
Re-Recording Mixer – Michael Semanick
Re-Recording Mixer – Mark Mangini
Scoring Mixer – Trent Reznor
Scoring Mixer – Atticus Ross
ADR Mixer – Chris Cirino
Foley Mixer – Chelsea Body

The Boy and the Heron

Original Dialogue & Re-Recording Mixer – Kôji Kasamatsu

The Super Mario Brothers Movie

Original Dialogue Mixer – Carlos Sotolongo CAS
Re-Recording Mixer – Pete Horner
Re-Recording Mixer – Juan Peralta
Scoring Mixer – Casey Stone CAS
ADR Mixer – Doc Kane CAS
Foley Mixer – Richard Durante

 

MOTION PICTURES – DOCUMENTARY

32 Sounds

Production Mixer – Laura Cunningham
Re-Recording Mixer – Mark Mangini
Scoring Mixer – Ben Greenberg
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Blake Collins CAS

American Symphony

Re-Recording Mixer – Tom Paul
Re-Recording Mixer – Tristan Baylis
Foley Mixer – Ryan Collison

Little Richard: I Am Everything

Re-Recording Mixer – Tom Paul

Still: A Michael J. Fox Movie

Re-Recording Mixer – Skip Lievsay CAS
Re-Recording Mixer – Paul Urmson
Re-Recording Mixer – Joel Dougherty
Scoring Mixer – John Michael Caldwell
Foley Mixer – Micah Blaichman

Taylor Swift: The Eras Tour

Production Mixer – Jacob Farron Smith CAS
Re-Recording Mixer – John Ross CAS
Re-Recording Mixer – David Payne
Re-Recording Mixer – Christopher Rowe

 

NON-THEATRICAL MOTION PICTURES OR LIMITED SERIES

All the Light We Cannot See: Ep.4 

Production Mixer – Balazs Varga
Re-Recording Mixer – Mark Paterson
Re-Recording Mixer – Craig Henighan CAS
Scoring Mixer – Nick Wollage
ADR Mixer – Bobby Johanson CAS
Foley Mixer – Peter Persaud CAS

Beef: Ep.9 The Great Fabricator

Production Mixer – Sean O’Malley CAS
Re-Recording Mixer – Penny Harold CAS
Re-Recording Mixer – Andrew Garrett Lange CAS
Foley Mixer – Andrey Starikovskiy

Black Mirror: S6, Ep3. Beyond The Sea

Production Mixer – Richard Miller
Re-Recording Mixer – James Ridgway
Scoring Mixer – Daniel Kresco
ADR Mixer – James Hyde
Foley Mixer – Adam Mendez CAS

Daisy Jones & The Six: Ep. 10 Track 10: Rock n’ Roll Suicide

Production Mixer – Chris Welcker

Re-Recording Mixer – Lindsey Alvarez CAS
Re-Recording Mixer – Mathew Waters CAS
Scoring Mixer – Mike Poole
ADR Mixer – Chris Navarro CAS
Foley Mixer – James B. Howe

Weird: The Al Yankovic Story

Production Mixer – Richard Bullock CAS
Re-Recording Mixer – Tony Solis
Scoring Mixer – Phil McGowan CAS
ADR Mixer – Brian Magrum CAS
Foley Mixer – Erika Koski CAS

 

TELEVISION SERIES – ONE HOUR

Succession: S04 E03 Connor’s Wedding

Production Mixer – Ken Ishii CAS
Re-Recording Mixer – Andy Kris
Re-Recording Mixer – Nicholas Renbeck

Scoring Mixer – Thomas Vicari CAS
ADR Mixer – Mark DeSimone CAS
Foley Mixer – Micah Blaichman

Ted Lasso: S03 E12 So Long, Farewell

Production Mixer – David Lascelles CAS
Re-Recording Mixer – Ryan Kennedy
Re-Recording Mixer – Sean Byrne CAS
Foley Mixer – Jordan McClain

The Crown: S05 E08 Gunpowder

Production Mixer – Chris Ashworth
Re-Recording Mixer – Stuart Hilliker CAS
Re-Recording Mixer – Lee Walpole
Re-Recording Mixer – Martin Jensen
ADR Mixer – Ben Tisdall
Foley Mixer – Anna Wright

The Last Of Us: S01 E01 When You’re Lost In The Darkness 

Production Mixer – Michael Playfair CAS
Re-Recording Mixer – Marc Fishman CAS
Re-Recording Mixer – Kevin Roache CAS
Foley Mixer – Randy Wilson

The Marvelous Mrs. Maisel: S05 E06 The Testi-Roastial

Production Mixer – Mathew Price CAS
Re-Recording Mixer – Ron Bochar CAS
Scoring Mixer – Stewart Lerman
Foley Mixer – George A. Lara CAS

 

TELEVISION SERIES – HALF HOUR

Barry: S04 E08 Wow

Production Mixer – Scott Harber CAS
Re-Recording Mixer – Elmo Ponsdomenech CAS
Re-Recording Mixer – Teddy Salas
Scoring Mixer – David Wingo
ADR Mixer – Aaron Hasson
Foley Mixer – Darrin Mann

Only Murders in the Building: S03 E08 Sitzprobe

Production Mixer – Joseph White Jr. CAS
Re-Recording Mixer – Mathew Waters CAS
Re-Recording Mixer – Lindsey Alvarez CAS
Song Mixer – Derik Lee
Scoring Mixer – Alan DeMoss
ProTools Playback Mixer – Derek Pacuk
Foley Mixer – Erika Koski CAS

The Bear: S02 E07 Forks

Production Mixer – Scott D. Smith CAS
Re-Recording Mixer – Steve “Major” Giammaria  CAS
ADR Mixer – Patrick Christensen
Foley Mixer – Ryan Collison

The Mandalorian: S03 E08 The Return

Production Mixer – Shawn Holden
Re-Recording Mixer – Scott R. Lewis CAS
Re-Recording Mixer – Tony Villaflor
Scoring Mixer – Chris Fogel CAS
ADR Mixer – Aaron Hasson
Foley Mixer – Scott Curtis

What We Do in the Shadows: S05 E05 Local News

Production Mixer – Rob Beal CAS

Re-Recording Mixer – Samuel Ejnes CAS

Re-Recording Mixer – Diego Gat CAS
Foley Mixer – Stacey Michaels CAS

TELEVISION NON-FICTION, VARIETY or MUSIC – SERIES or SPECIALS

 100 Foot Wave: S02 E05 Lost at Sea

Re-Recording Mixer – Keith Hodne

Bono & The Edge: A Sort of Homecoming With Dave Letterman

Production Mixer – Karl Merren
Re-Recording Mixer – Brian Riordan CAS
Re-Recording Mixer – Phil DeTolve CAS
Scoring Mixer – Jacknife Lee

Formula 1: Drive to Survive: S05 E09 Over The Limit

Production Mixer – Doug Dredger

Re-Recording Mixer – Steve Speed CAS
Re-Recording Mixer – Nick Fry CAS

The Late Show with Stephen Colbert: S08 E31 John Oliver; Broadway Cast of “The Lion King”

Production Mixer – Pierre de Laforcade

FoH Mixer -Tom Herrmann
Monitor Mixer – Al Bonomo
Music Mixer – Harvey Goldberg

Welcome to Wrexham: S02 E06 Ballers

Re-Recording Mixer – Mark Jensen CAS

 

STUDENT RECOGNITION AWARD FINALISTS

Allison Blum, Savannah College of Art and Design

Shubhi Sahni, University of Southern California

Doris (Yushu) Shen, University of Southern California

Eunseo (Bella) So, Savannah College of Art and Design

William Tate, Georgia State University


Tickets will be available from the CAS site on January 15th.

 

Source Elements DAW Adds Desktop Routing App

Source Elements has added the new Source-Nexus Router to its Source-Nexus Suite DAW. Source-Nexus Router is a desktop application for Windows and macOS that enables unlimited desktop routing, which in turn enables static, flexible audio-routing setups that reduce the need for complex DAW templates. With all the flexibility of Source-Nexus I/O now in a stand-alone application, Source-Nexus Router now makes it possible to route audio outside the DAW so that the routing is active even when switching sessions or the DAW are not running.

Featuring advanced audio routing from any device and channel to any other device and channel, Source-Nexus Router is like a powerful patchbay for applications and connections. Users can mix and match any number of combinations of Source-Nexus devices or other virtual and system audio devices, regardless of the sample rate.

Windows support for similar technologies is lacking in the audio world, and Source-Nexus Suite is an important new toolset for the increasing number of audio professionals seeking to make Windows their main workstation. VP of product Ross Gillard comments that “music production takes place in a vast array of studio and software setups, yet there’s been a notable absence of professional solutions tailored for Windows users in this realm. The unveiling of full routing potential specifically for the Windows environment is truly exciting, and I can’t wait to see and hear what the community does with it.”

Compared to other comparable solutions, Source-Nexus Suite is a fully integrated solution with no overwhelming, complex routing matrices, and setup is designed to be intuitive and powerful. All Source-Nexus Suite applications are compatible with Windows and Mac, including native Apple silicon support.

Source-Nexus Suite is available starting at $11.95 for a monthly, yearly or two-year subscription with no commitment. Subscribers have early access to ongoing updates, including continuous free upgrades and new features and functionality.

Key Features:
• All of the flexibility of Source-Nexus I/O in a stand-alone application.
• Ability to route audio outside the DAW so that the routing is active even when switching sessions or the DAW are not running.
• Advanced audio routing from any channel to any channel.
• Ability to save and load routing templates and presets.
• Ability to mix and match any number of combinations of Source-Nexus and audio devices.
• Like a patchbay for applications and connections.
• Compatible with Windows and Mac, including native Apple silicon support.

 

Harbor Launches Music Supervision Services for Advertising

Post studio Harbor has launched music supervision services to complement its advertising sound capabilities. Music supervision is the latest addition to Harbor’s list of existing advertising capabilities for live action, VFX, design, creative editorial, voiceover casting, ADR, sound mixing, color grading and finishing.

The service will provide holistic music solutions for clients and will be integrated into Harbor’s existing sound offerings. Music supervision capabilities will include creative search and music direction, original composition, budget planning and management, license negation and clearance, and sonic branding.

Harbor has partnered with award-winning music supervisor and sonic strategist Mike Boris to develop the offering. The company notes that collaborating with highly demanding global brands guides Boris’ diversified approach. His portfolio includes work for many of the world’s top brands, including Mastercard, Coke, Microsoft, Wendy’s, L’Oréal, Bloomingdale’s, Verizon, AT&T, Intel, Ford, Amazon and Nike.

Lauren Boyle, senior producer commercial sound for Harbor, says, “I’m thrilled to be expanding our services at Harbor’s sound department. Adding music supervision and partnering with someone as talented as Mike is the latest addition in our relentless pursuit of bringing all craft disciplines together under one roof to enhance the creative experience. Expanding into the music realm is the next step in our mission to be a one-stop shop for all our clients’ audio needs. Having these disciplines under one roof allows for greater creative control when it comes to integrating music, casting, sound design, edit and mix. It’s not just about adding music; it’s about delivering a complete sound experience.”

Main image: L-R: Harbor’s Steve Perski, Mike Boris and Lauren Boyle

Transported Audio Launches Trailer Music Library

To meet the demand for customizable trailer music spanning multiple genres, Transported Music Group has formed a new music library division dubbed Transported Tracks, a boutique high-end trailer music library with a particular focus on the game-marketing industry.

Daniel Berk, a film, television, commercial and trailer composer for the past 15 years, and Eric Marks, a veteran in the game trailer industry and owner of Transported Audio, are spearheading the new venture within Transported Music Group, their music company.

This new venture has resulted in several immediate placements in video game trailers, including Bethesda Software’s The Elder Scrolls Online: Necrom and Amazon Games’ Lost Ark: Wield the Storm and New World Season 2: Blood of the Sands launch. Transported Tracks has already established a rich catalog of trailer music along with the ability to turn around specific track requests in a short amount of time, including trailer remixes of popular songs.

Transported Tracks works collaboratively with its composers, who work with one other and directly with Berk. Though Transported Tracks began with a small group of composers, it has quickly grown to over 60 top trailer composers from around the globe contributing to the rapidly growing library.

Added Marks, “I’ve always been a big fan of trailer music, and it’s been incredible to grow this effort from the ground up with Daniel. We’re offering something that I know will continue to elevate game trailers as a medium for years to come.”

Transported composers use a variety of DAWs, including Pro Tools, Logic Pro and Abelton. “Our library is hosted using Disco.ac,” says Berk, “and the majority of tracks are made using high-end sample libraries as well as custom made sounds using a variety of modern and vintage synthesizers.”

Other tools include the Avid S1, the Avid Dock, Avid’s MTRX Studio and Genelec 8030C studio monitors.

Source Elements’ New Streaming Suite for Remote Work

Source Elements is now offering the Source-Nexus Suite, an expansion of its Source-Nexus DAW audio-routing plugin that now includes high-quality audio and video streaming features for media pros.

The Source-Nexus Suite includes three main features offering everything necessary for remote collaboration and review. Source-Nexus I/O is an audio input-output routing solution that integrates DAWs/NLEs seamlessly with other applications. Source-Nexus Review takes away the complexity of audio routing for remote collaboration, enabling secure review sessions. Source-Nexus Gateway glues these three features together, offering HD video conferencing with high-quality audio support and Ultra HD frame-rate streaming. This workflow keeps the focus on the project while improving the review process for engineers and clients alike.

Source Elements co-founder and head of innovation Robert Marshall says, “Source-Nexus Suite means that I, as a working sound engineer, can rely on sharing

time-critical work with remote clients without worrying about compromising audio quality on consumer video conferencing systems.”

The new Source-Nexus Suite can serve as a stand-alone toolset, but when paired with Source Element’s Source-Connect, it creates an environment for remote recording sessions to run smoothly with virtually no setup time, keeping clients and talent focused. The suite offers advanced remote reviewing and recording features, while the interoperability between DAWs and browsers keeps the workflow simple for recording engineers helping media projects stay on time and within budget.

Source-Nexus Suite is tailored for media industry workstations, including those of video and picture editors. “Source-Nexus Suite made for very efficient virtual edit sessions on a feature film and web series when our team was spread out across the country,” says Suite One Productions editor Sarah Taylor, CCE.

Offering full support for Windows and macOS Apple Silicon and Intel, Source-Nexus Suite allows most DAWs and NLEs to work as a high-quality remote production suite featuring HD video and audio communications over a browser.

Source-Nexus Suite is available now, with monthly subscriptions starting at $11.95 with no commitment. All subscribers get access to early releases and ongoing features, including the soon-to-be-released Source-Nexus Router software for unlimited desktop routing. Those with existing licenses can upgrade for a special price.

Some Key Features
● Up to five participants in remote sessions
● Expands to 25+ participants when paired with Source-Live Low Latency
● Better-than-broadcast-quality audio
● High-frame-rate video review and approval
● Video chat with isolated audio in addition to dedicated stereo review stream
● A built-in local recorder
● Seamless integration with Source-Connect

Emmys: Supervising Sound Editor Talks Reservation Dogs

Created by Taika Waititi and Sterlin Harjo, Reservation Dogs is a comedy series about four Native American teens growing up on a reservation in Oklahoma. The multi-nominated, multi-award-winning show got an Emmy nod this year for Outstanding Sound Editing for the episode “This Is Where the Plot Thickens.” Supervising sound editor Patrick Hogan shares the nomination with David Beadle, Sonya Lindsay, Michael Sana, Daniel Salas, Amber Funk and Lena Krigen.

Hogan, who has also been Emmy-nominated for shows such as Cobra Kai and American Horror Story along with several miniseries, movies, and specials, has also been nominated and/or won multiple times on the festival circuit. We talked to Hogan about Reservation Dogs sound and what went into the episode under consideration right now.

How would you describe the soundscape of Reservation Dogs? What makes it unique?
The Rez Dogs soundscape is definitely restrained and, I’d say, tasteful. Life on the reservation is different than being in the city. There are geographic and cultural differences, which we try to reflect in the sounds of the show. When we are on the reservation, it isn’t as busy as when we are in a city. There are fewer people — even in a similar location — when compared to how we would fill in the sound in a city scene. We play it sparser; we leave more space between the characters, if you will, which also leaves a little more space, sonically, for smaller sounds to play. We hear a lot of the Foley in the show. In the nominated episode, you can really hear Big’s police uniform and utility belt jingle and jangle as he runs around in the woods, little details like that. Even the sound design moments are usually one or two carefully crafted sounds rather than a large sound-design build.

What direction were you given by the showrunners?
Sterlin is actually pretty hands-off when it comes to the sound. He usually talks more in terms of the story and emotion and gives us the latitude to discover how to accomplish that in the sound. I guess, generally speaking, his main direction is usually keeping it simple and letting the characters and their experiences drive the scene. The sound subtly comments on and reinforce those experiences. But he’s really great at discussing what the intention is in a scene and then giving us some freedom to experiment in the sound. He always lets us know when we’ve gone too far and have to dial it back.

What episode did you submit for Emmy consideration and why? What was it about that episode that you feel made it worthy?
We submitted Episode 208 — “This Is Where the Plot Thickens” — for Emmy consideration. We really love this episode. It is really, really funny and also really touching and puts us inside (almost literally) Big’s head. It was an episode that had several interesting sound moments and was a great example of the “less is more” approach we take with the show.  That’s what we thought would make it worthy — that combination of showcasing our sound editorial abilities while tackling some big moments in very subtle and effective ways, all without being too showy or distracting from the episode.

What was a challenging scene or sequence from that episode?
There is a moment while Big is tripping when birds chirp in the woods, triggering a flashback. The sounds of the birds transform into a police siren. It was a great opportunity to use sounds to inform the audience about what is happening and a great example of how sound can subconsciously affect the audience. I’m not even sure how many people realized they were hearing that. But it’s moments like those that I love in sound design. We spent some time on that scene on the stage, working to make the pitches of the birds match the sirens and manipulating the bird sounds and the sirens so the transformation sounded natural and had a similar pace to the visuals.

It was nice that we had the time on the stage to work through some trial and error to make it work just right. Again, I don’t know that audiences will notice it and appreciate the work that went into it, but it was a little detail that helped the audience experience Big’s drug-induced trip through his memories… and the clarity he gains by re-experiencing those painful memories.

What was an example of a note you were given by the showrunners?
When Big’s third eye opens, the showrunners were very clear that the temp sound wasn’t working — that is needed to both sound more realistic and be transformative as the drugs open up his memories. Your eye doesn’t really make a sound when it opens. But this is very common thing you encounter in sound for film and TV. You need to create a sound for something that doesn’t make sound in real life, and you have to make that sound seem realistic — if something did make a sound, what would it be? And then on top of that, what would it sound like when memories and thoughts that you’ve repressed come flooding back into you?

What tools were used on the show? Anything come in particularly handy?
We always work in Pro Tools. It’s basically the industry standard for sound editing and sound design. I don’t know all the plugins that the sound editors who work on the show use in their systems, but personally, I use Auto-Align Post, Dehumaniser, iZotope Ozone10, iZotope Trash and FabFilter EQ extensively.

What studio did you work out of?
Reservation Dogs sound post was done at Formosa Group, mixing on Stage 5 at Paramount with Joe Earle and Gabe Serrano. I have worked with Joe and the editors on this show for almost 20 years.

What haven’t I asked about Reservation Dogs that’s important?
I think what’s great about Reservation Dogs, beyond its significance as the first TV series with an all-Indigenous creative team, is that it’s both very funny and very touching. And the sound (and music) works really well within that world to help accentuate the funny moments (like the Foley for the stick when Kenny Boy pretends he is holding a rifle) and the sad or emotional moments (the low tension drone bed playing as Big remembers when he failed Cookie, which leads to him feeling responsible for her death). It’s those small details that I think make Reservation Dogs such an amazing show.

Sound is the end of a long journey in bringing a film or TV show to fruition. It starts with the writing, goes through production and direction and the actors’ performances. All of that gets shaped in picture editing, then sound brings in all the final, subtle touches that tie it all together and give it a sense of location and time. And I really think Reservation Dogs is a great example of what happens when all of those components come together and perfectly complement one another.

The other thing I’d mention is the great work our dialogue editors [David Beadle and Sonya Lindsay] do on this show. We shoot very little ADR, and it is entirely filmed on real locations, no soundstages. On top of that, the actors often improvise and try different things in each take, so often we don’t have many takes of a line. The dialogue editors work really hard to clean up the dialogue and make it all work. They use every dialogue editor trick in the book since they can’t rely on getting it clean in ADR or having multiple takes to search through to find a clean take. I’m really amazed at what they are able to accomplish with all those restrictions and how they always deliver clean dialogue tracks to the stage.

AIMS API Intros AI-Based Music Search Tool

AIMS API, a company specializing in AI-powered music-similarity search and music tagging, now offers Prompt Search, a new product that makes it possible to explore music catalogs using natural language, phrases and descriptions instead of traditional keywords and tags.

With Prompt Search users type in a search describing what they are looking for; this could be a scene, location, time period, musical style or even an entire music brief. The AI developed by AIMS will then identify suitable tracks based on the audio only and deliver perfect results in seconds. Even catalogs with no keywords and tags can be searched this way, making it possible to explore entire music catalogs using natural language and discover suitable results that might otherwise stay hidden.

Established in Prague in 2019, and now with reps in the USA, London and Copenhagen, AIMS was developed by music publishing and sync company owners with an understanding of the creative industries.

Prompt Search provides a fast, reliable and intuitive solution that benefits production music catalogs, broadcasters and TV and film companies, record labels and publishers. It also benefits content creators, playlist curators and music supervisors by maximizing music discoverability and minimizing the amount of time and effort needed to find the perfect track.

Several proprietary technologies went into making Prompt Search, and its development builds on over five years of research undertaken by AIMS API.

Howie Ross, music taxonomy researcher at AIMS API, who played a key role in creating Prompt Search, says he was surprised by AI’s ability to take a natural phrase and turn it into musical suggestions. “When I began experimenting with this technology, I typed in the phrase ‘tumbleweed rolling along an empty highway.’ The machine immediately understood what I had in mind — a sort of Ry Cooder “Paris, Texas” vibe — and delivered a list of tracks that were ideal. I was amazed. I didn’t describe any instruments or moods, just scenery, and yet it was able to convert that simple command into something musical. From there I was able to skip through its suggestions until I found a track I liked. I then used Similarity Search to identify even more tracks that fit my brief.”

You can see a demo of the tool here.

 

 

 

Audio Post: Enhancing the Sound of Chaos on The Bear

By Randi Altman

FX’s The Bear is back for its second season, and it’s as emotional, stressful and frenetic as ever. Helping to heighten those feelings is New York City’s Sound Lounge, which provided sound editorial, ADR and mixing for the show’s two seasons. In fact, the studio’s Steve “Major” Giammaria was recently recognized for his work on Season 1 with Emmy nominations for both Sound Editing and — along with production mixer Scott D. Smith, CAS — Sound Mixing.

Steve “Major” Giammaria

Giammaria is the show’s supervising sound editor/re-recording mixer working with the rest of The Bear team at Sound Lounge, including Andrea Bella, Evan Benjamin, John Werner, Jon Fuhrer, Matt Snedecor, Craig LoGiudice, Patrick Christensen and John Bowen.

We reached out to Giammaria to talk about his process on the series, while SFX editors Fuhrer and Snedecor pop in as well.

What was the directive from the showrunners, and what sort of feedback were you getting when they were reviewing?
Giammaria: The theme throughout this season is “Every second counts,” so the assignment was to keep up the pace from the first season and add a sense of urgency to almost every scene. This was primarily driven by the picture, but it was also important to incorporate clock bits and rhythmic elements into our sound design to accelerate the tension and sense of pace.

There are almost always three elements driving a scene in Season 2: construction noises and music scoring a five-way scream-fest; chopping, sizzling and beeping; and popping through music and dialogue, making the kitchen feel like it’s going to explode. Balancing this chaos was the challenge, which we quickly realized while working on the first season.

In terms of feedback, lots of notes on the first mix passes included raising the music. My job as a mixer was to find creative ways to poke it through without losing the dialogue and drowning in music. I wanted to make sure the viewer heard everything all at once without it being so overwhelming that they decided to grab the remote.

What was it like establishing the sound of Season 1 and building on that for Season 2?
Giammaria: It was great to be able to build upon the established style of Season 1 while exploring new locations and a remodel of The Beef. The style of fast-paced chaos  expands to the world outside of the kitchen, with sledgehammers and drills replacing the sounds of knives as the restaurant gets renovated. We also got to explore the characters’ journeys outside the restaurant around Chicago and other locations as a contrast to the chaos that defined Season 1.

Did you have any interaction with the production sound mixer?
Giammaria: Scott D. Smith, who is based in Chicago, was the production sound mixer on Season 1 and returned for Season 2. There’s minimal overlap between us, as I’m brought on right before he’s almost finished. He is great at communicating any issues I need to know beforehand and gives me a heads-up about what I’m going to be up against.

With a fast-paced production and a lot of improvisation, yelling, and talking over each other, he certainly has his hands full. In both seasons, he has done an amazing job of giving us great tracks to work with.

How much of the kitchen sounds were captured live and used versus how much you enhanced or created?
Giammaria: A lot of the background chaos of the kitchen and the construction site is captured live and tied to dialogue, so we have to use it whether we want to or not! Those sounds are always enhanced by Foley and sound effects afterward. With all the chopping, banging of pots and pans, and destruction of walls, more is always best for this show.

Any particular scenes or sounds stand out?
Giammaria: Episodes 6 and 10 pushed us to a new high with the ebb and flow of chaos and respite. Without giving too much away, they are both a departure from traditional Bear episodes and encapsulate its aesthetic perfectly. How’s that for a non-answer!?

Jon Fuhrer

Can you provide an example of some sound design you did for the show and how you created it? Libraries, recordings, etc.?
Fuhrer: One of the big concepts the showrunners wanted to convey for both seasons has been the sense of time and how that relates to the pressure cooker of working in a kitchen, processing trauma and realizing personal potential. Being a jazz-trained, rock-playing former line cook who shared a lot of these experiences, I had a pretty good sense of what Chris [Storer, the executive producer] and the creative team meant. It’s truly been a blast creating the world of The Bear for two seasons.

For such a fast-paced, dynamic show, it’s hard to pick a singular moment from this season. I got to design everything — from abstract panic attacks, egg timer and ticket printer symphonies, and car jumps and crashes to the never-ending sounds of interior construction, kitchens and city life next to the incessant trains.

But of all the moments, my favorite was working on Sydney’s food-tour sequence in Episode 203, which starts around the 13-minute mark. For a lot of these fast-edit montages, my primary goal was not just cutting all the sounds I hear, but really playing into the rhythm of the kitchen and the music.

I would start out by placing markers on the quarter notes and trying to accentuate the transients and downbeats of measures and progressions. This way, a series of six or 10 quick shots of trains, flaming pans, boiling water, knife chops, slicing meats, plating food, etc. would all build together and push the song and edit along.

During these types of sequences, I would cut in the hard effects and backgrounds as well as the bulk of the Foley, using a mix of library and my own Sennheiser MKH 50 by my desk. To glue it all together, I would manipulate the sounds of clocks, trains, vehicles, whooshes, breaths, doors, bells… you name it… and couple those with different risers, drones and whooshes to crescendo on those moments when it snaps back to a steady shot.

Matt Snedecor

Snedecor: Episode 204, “Honeydew,” was an interesting episode to work on since it was a break from the chaotic Chicago restaurant world of the previous episodes. We could relax a bit and take a breath to enjoy Europe. It was particularly fun to fully use my library of European ambisonics recordings that I had made while traveling there a few years earlier.

From making these recordings, wandering around back streets and alleys at night and hearing how quiet a city in Europe can actually be, the scene when Marcus comes across an injured cyclist at night was a great chance to build a feeling of tension and isolation using mostly ambience. The showrunners wanted to convey Marcus being unable to communicate with this man due to the language barrier and being alone, with no one else around to help. I was able to recreate the quiet city feel that I remembered using a combination of Copenhagen night ambiances, the nearby canal water, multiple layers of wind and a very alarmed dog echoing through the empty alleys to make these two strangers come together in a heartfelt moment without much dialogue to help.

I also did a lot of work on the restaurant and kitchen sounds. After getting booked to work on this season, I decided it would be helpful to have a new arsenal of original kitchen and restaurant sound effects to add to the newly built restaurant.

A close friend of mine is a restaurant manager and let me into his kitchen and bar to record his staff prepping before opening hours. I recorded sound bites of food preparation, chopping, general kitchen movement, pots and pans banging, the bar being set up, all without anyone talking, which is a rarity in field recording. I left with a few hours of material to sort through and only a few days before the start of sound editing. These sounds came in handy and were used frequently as the new restaurant came together in the show.

Finally, what tools did you use on the show?
Giammaria: We edit and mix in Avid Pro Tools front to back with the standard plugins you’d expect. This was one of the final shows for our trusty Icon D- Control Surface, which will be replaced by a new Avid S4 later this year. I’m sad to see it go, . it’s It’s been a workhorse for the past 15+-plus years, but the S4 has some great new features and workflow capabilities that I’m excited to explore.


Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 25 years. 

AudioMatrix

Sound Particles Intros AudioMatrix Rerouting Plugin

Sound Particles, whose software has been used on films such as the latest Indiana Jones and Mission: Impossible, has launched its latest product called AudioMatrix. This new channel routing plugin allows users to easily reroute any input to any output.

Either using regular connections or special gain values (-3 dB, -6 dB, or custom values), with or without polarity changes, AudioMatrix offers users a flexible way to change connections. With support for up to 64 channels of audio, AudioMatrix targets sound pros who work in stereo, surround or immersive.

Highlights:
Speaker Array Management: Create speaker arrays to reproduce 5.1 audio in a 7.1 studio, using all surround speakers and with the right levels.
Bring to center: Temporarily send any signal to the center channel for easier fine tuning when working with immersive sounds.
Middle-side conversion: Convert stereo to mid-side (and back to stereo), for additional flexibility in terms of stereo FX processing.
Mirror: Flip your sounds left to right for a better fit with the image, from stereo to complex 7.1.2 soundscapes.
Big mono: Transform immersive audio into a big mono sound in the blink of an eye, or create custom mono sounds controlling the contribution of each channel.
– LFE control: Control LFE level independently of all remaining channels.
Send to the subwoofer: Gather audio from all channels into the subwoofer, if you don’t have a bass management system.
Basic upmixing/downmixing: Fast way to upmix or downmix something, controlling the contribution of each channel.
Format conversion: If working with different 5.1 formats users can convert from 5.1 film to 5.1 SMPTE by changing channel ordering.

Audio Matrix is available now for a discounted launch price of $99.

 

 

Molinare Adds Brands and Services, Forms Molinare Creative Group

UK-based post facility Molinare has formally become Molinare Creative Group. In line with Molinare’s expansion and recent diversification into games and advertising, Molinare Creative Group has been formed to streamline Molinare’s business lines and provide an end-to-end solution to the post industry.

As part of the new structure, Molinare Creative Group has acquired digital dailies and digital imaging technology company Notorious DIT, which will operate as a separate division of the group. Founded by Michael Pentney, who will remain as the company’s managing director, Notorious DIT’s credits include The Gentlemen, Peaky Blinders and Heartstopper.

Additionally, Molinare has launched two brands, Sound Warriors and Voice Molinare, that provide external audio services for the games, advertising, TV and film communities. Sound Warriors provides Foley, sound editorial, field records and re-recording mixing services for games and for film and TV clients outside of those undertaking full post at the facility.

The Sound Warriors team is made up of audio engineers and artists whose credits include the AAA games God of War: Ragnarok and Ghost of Tsushima as well as films Fantastic Beasts: The Secrets of Dumbledore and Netflix’s The House. Led by chief creative officer/sound supervisor Glen Gathard, the company is currently carrying out field records in Finland for an animated feature film as well as car records for an AAA game in development.

Voice Molinare (Voice) streamlines the audio recording services under one brand, providing ADR, voiceover, dialogue direction, head-mounted capture (HMC), performance capture, crowd records and casting across the games, film, TV and advertising industries.

Voice’s HMC and performance capture services are supported by industry partner Centroid out of the purpose-built studio in Molinare’s HQ on Foubert’s Place, Soho. Sound Warriors and Voice will both be located between Molinare’s primary premises on Foubert’s Place and its Poland Street building a short walk away.

Molinare TV & Film will continue to focus on delivering post services for the film and scripted and unscripted TV community, including dedicated offline facilities, picture and audio finishing, QC, mastering and delivery.

Finally, Molinare is officially bringing affiliated audio post facility Pip Studios into the group, providing clients with localization mixing and services for the film, TV and gaming communities. It was founded in 2020 by Ally Curran, Mark Sheffield and Molinare CEO Nigel Bennett, who is currently chairman of Pip Studios. Sheffield will retain his role as managing director alongside Curran, who remains operations director.

Shooting Indie Esme, My Love: Director and DP Talk Look

By Randi Altman

Audio post pro and Silver Sound Studio owner Cory Choy recently directed and produced the indie film Esme, My Love, which he co-wrote with scriptwriter Laura Allen. Choy came up with a rough outline, plot points, characters and backstories, and Allen helped him mold it into what it is today… a psychological thriller/mystery that is now streaming on Prime Video, Google Play, Tubi and Vudu.

Director Cory Choy having fun on set with co-writer Laura Allen.

The film follows Hannah, who notices the symptoms of a terminal and painful illness in her aloof daughter, Esme. She decides to take her on a trip to their abandoned family farm in a desperate attempt to connect before they have to say goodbye.

To capture the film’s authentic feel, “Laura and I went up to the location in Hauge, New York — and specifically the DeLarm family farm — and walked around the property and talked to the town historian. We stayed in the area overnight and really took it all in. Then Laura wrote the first draft of the screenplay, and we revised together.

We reached out to Choy to talk about making the film. DP Fletcher Wolfe answered some questions as well. Her section appears after Choy’s.

What was the film shot on, and how did you work with your DP, Fletcher?
Fletcher brings so much to the table because of her attention to detail, her laserlike focus on prep and her many years as a gaffer/lighting technician. Fletcher is a true director of photography in that she knows lighting inside and out, and she knows how to effectively run the camera department… and even grip and electrical G&E, should she need to. We shot the film on a combination of ARRI Alexa Mini and Canon C200 RAW with Cooke Panchro Classic primes and Canon Cinema zooms.

What about the lighting setups? Was it mostly natural light?
There were very few lights in this movie. Outdoors was almost all natural light, with a good amount of reflectors and flags — again, a testament to Fletcher’s experience and artistry. Even the shots where there were lights, they were pretty minimal (night for night and interiors).

How long was the shoot?
This was an extremely low-budget film; we only had a $90,000 shooting budget, so we had to be as efficient as possible. We shot on location in Hague, with 13 days of principal photography, two planned pick-up days at Bravo Studios in NYC, and one unplanned pick-up day at a pool in Fletcher’s friend’s parents’ backyard.

How did you and Fletcher work with the colorist? How did you describe the look you wanted?
Tom Younghans was the colorist, and we were really fortunate to work with him. He not only colored the film using DaVinci Resolve, but he also has a lot of experience with conform. Without Tom’s expertise, dedication and time, we would never have been able to get such a nice conform and color. Even though this was, I believe, his first feature film, he really put in the time and effort to make it what we wanted it to be.

I had a pretty good idea of how I wanted the movie to feel — my biggest look/visual reference being The Tree of Life. I wanted it to have a filmic and dreaminess to it. So our plan of attack was to first have Tom go through and even things out to the best of his ability, then dial in the look of the grain and then go in scene by scene to tweak.

Any examples of notes you had for Tom?
I wanted outdoors to feel real and nostalgic, and often this meant making night scenes darker and daylight scenes brighter. There were times when the sky wasn’t cooperative, and Tom did a great job turning some pretty dull skies slightly more vibrant and blue.

I was with Tom for most of the color process.

Let’s talk editing. How often were you looking at cuts?
It was an extremely long editing process for several reasons, and I worked with several different editors before I was able to land on Emrys Eller and Ellie Gravitte, who ended up being the main editors on the film. Once I was with the right team, I would check in on individual scenes with them once or twice a week.

Let’s talk pace. It’s definitely spooky. How did the editors tackle that, and what guidance did you provide?
This movie is a slow burn until it isn’t, if that makes sense. Once it hits, it really takes off. Oftentimes, pacing was dictated by a combination of our shooting style and the emotional content of the scene. Many scenes in the first act feature very long, static takes. (Old Joy was one of my inspirations.) But when we started to get to the internal frenetic state of some of the characters and memory and time, we moved to more and more shots, and therefore more cuts per scene.

One of the most difficult stages to get to was a full assembly of the film. For whatever reason that eluded me and my editors for a long time. One of the crucial scenes was actually written in editing by one of my editors, Emrys, and I have to say that it was the linchpin that really brought it all together. It was the baptism scene. After figuring out that scene, the rest of the movie finally fell into place.

After we actually got to a full assembly and rough cut, we then mainly focused on trimming the fat. I had both Ellie and Emrys go through individually and be as ruthless as possible, removing every single scene they didn’t think we needed. And it was funny because each of them chose different scenes to remove. I looked at each of their choices and kept the cuts that I thought made the most sense. Ironically, we ended up cutting some of the best performances and two of my absolute favorite scenes. That kind of broke my heart. But in the end, the movie was better as a whole without them – and I got to keep them in my “deleted scenes” bonus on the DVD.

You wore a few hats on this film. Can you talk about that?
I think one of the things that was most difficult about this film is that I was not just wearing my director hat. I was also the main producer. If I could go back and do it again, that is the thing I would change. It was hard to move from the logistical to the story, but once I did, it was really rewarding.

What was the film edited on? And do you have any examples of notes?
We ultimately edited in Adobe Premiere, though an earlier version was on Avid Media Composer. Media Composer was fine, though I wish it had been a little more stable. (Switching between Mac and PC was a nightmare for some reason. All the media kept coming unlinked even though we were staying in Premiere, and we eventually had to abandon a faster and better workstation because switching became such a problem.)

Who did the audio post? Were you hands-on?
I was the sound designer and mixer and editor for the audio post. My friend and colleague, Tarcisio Longobardi, helped a little with the organization and sound editing and some backgrounds, but I did 95% of the post audio myself. As the director, I actually found it essential to do the post sound since sound and VO play such an important role in telling the story.

What about the score, which plays a big part?
I was also incredibly involved with the score, which evolved over a long period of time with me, Emrys and my composers, Charlotte Littlehales and Stephanie Griffin. Much of the score was melodically related to the credit song “Atlantis,” which was written by a childhood friend of mine, Jake Herndon, when he was in middle school. Charlotte and Stephanie and I had many, many phone calls and sessions in regard to score.

DP Fletcher Wolf

DP Fletcher Wolf

Fletcher, can you talk about why you chose the camera and lenses you did? Was it mostly natural light? I almost feel like the light is another character in the film. Were you using on-set LUTs?We shot on Alexa Mini with Cooke Panchro Classics. B-unit work was shot on a Canon C200 and a Canon cine zoom that we got through the Canon co-marketing program. In spite of the tight budget, we wanted it to look the best it could, so there was a lot of borrowing and kind help all around to get some tools we knew we could depend on. The day exteriors were mostly natural light augmented with bounce and negative fill. Day interiors were typically natural window light augmented with a LiteMat. Some of the night exteriors and the basement scene were keyed mostly with flashlights.

We were viewing most scenes on-set with one of my old go-to LUTs. But for the day-for-night scenes, we monitored with a LUT I built for this project. I did a camera test at Hand Held Films with soft, toppy light and a chip chart. Then, with that footage, I shifted it blue until it felt monochrome and pulled exposure down until middle-gray was about four stops under. That way I could shoot properly exposed footage so faces would be visible when necessary, but we could all see what it was going to look like as we shot it.

Any piece of gear that was absolutely crucial/especially helpful?
Our 4×4 floppy solids and sky-blue muslin bounce. Those were our main tools for day exteriors, which is the bulk of the film. Also, the T-Bag underwater housing from Air Sea Land, which worked beautifully when we shot the underwater pickup shots. (That was after a failed first attempt in the lake.)

Did you do any camera tests? What did you learn?
Besides the little test I shot to build the day-for-night LUT, we didn’t do any traditional camera tests for A camera. (This was a microbudget, after all.) I did a brief test to make sure the C200 footage could be matched reasonably well to the Alexa and to see if there were any quirks to matching the exposures. (Underexposing worked for our project.)

We did, however, do some interesting camera tests during casting, which I shot. Cory wanted to get a feel for how the two actors would play together on-screen as mother and daughter. We used a C300 in Prospect Park for camera tests and auditions. It actually wound up informing our shortlisting for the scenes they read.

How did you work with Cory to help him get the look he envisioned?
From the beginning Cory wanted the woods and the old family farmhouse to feel like characters. They had to be both magical and dreadful at different times, but heavy with importance either way. For scenes where we didn’t have much lighting control, I tried to work the schedule to use the natural light and weather to lean in to which of those moods we needed to feel in any given scene. Since Cory comes from sound mixing, he provided some recorded narration and soundscapes in prep that conveyed the mood he was going for. That was a cool tool to have, and I understood what he was going for. I feel like I was able to translate the sounds into images.

Before shot-listing, I like to do what I call an emotional or psychological pass of a script, where I take note of emotional beats, whose perspective each scene is from and what’s going on with the characters internally. Then I bring those thoughts and questions to the director, and we tease out a map of the characters’ arcs. That’s the main thing for me that guides shot choices — what is the camera seeing? During that process Cory and I realized that halfway through the film, the perspective shifts from Hannah as the protagonist to Esme taking the lead, so we built that transition into the shot choices.

Any scenes that stand out as the most challenging?
The underwater scene was certainly one of the hardest. We shot all the above-water parts on an island that we had to shuttle out to on a boat. When it came time to do the underwater shots, there was a leak in our underwater housing for the camera. Those of us in the water were freezing despite our wetsuits, and the water was too murky to see anything. We wound up doing a pickup day in my friend’s pool to get the underwater shots. (Thank you, Brodsky family!)

The other hardest scene was the night exterior fight scene. That was shot day for night, there was a fair amount of choreography to cover, and we had someone dig us the big hole/grave with a backhoe. The cast did a great job working through it. I had hoped for a cloudy day to help us sell the day-for-night look, but alas, I didn’t get lucky, and at that point, we were out of days to shift around in the schedule. I tried to bring up the actors’ faces by blasting our strongest battery-powered lights at them (a trick I learned when gaffing for cinematographer Adam Jandrup), but they couldn’t really get close enough due to the fight choreography. That scene was probably our biggest challenge in the color grade.

Any happy accidents happen on-set?
Our most memorable happy accident was on the final shot, when Esme walks off into the distance for about two minutes while the credits roll. We scheduled it for sunset, but on the day we were scheduled to film it, the sky was completely overcast and gray, much to my dismay. We decided we couldn’t afford to reschedule it. We did a couple takes in the road with our PAs holding traffic back just off-screen. (God bless them.) We decided we needed a third take, and about halfway through that one, the clouds in the west parted, and a fiery pink and orange sunset broke through. It was glorious. I’m so glad we didn’t decide to shoot it on a different day.

How did you express the look you wanted to the colorist? What were some notes you provided about the look after seeing dailies?
I put together a lookbook for Tom ahead of time. It was separated into day exterior, day interior, day for night, night exterior, tent interior and underwater. My main notes were that I wanted to find a look that was dark, moody and natural, toning down green foliage a bit and drawing our eye toward warm skin tones. My eye tends to buck any super-strong grade that looks heavily affected in post, so we started our session choosing some film emulation LUTs and going from there.

Did the film end up looking the way you expected it to?
For the most part, yes — as much as any film does when it moves from visions in my head to concrete images dozens of people collaborate to make. The main surprises for me were probably from our B-unit photographer. We brought in our old friend Nathan “Bob” Jones for that. He shot most of the “monster” footage and a lot of the atmospheric b-roll. He and I were checking in after wrap each day to go over what he’d gotten, but I couldn’t review all of his footage, so there were shots that made it into the cut that I hadn’t seen before.

There were wonderful surprises — to see that he’d found a caterpillar or filmed an entire unscripted scene in a wide shot at the lake. He did amazing work, largely with little or sometimes no other crew to support him. His shots really weave the story together with unusual views of the forest.


Randi Altman is the founder and editor-in-chief of postPerspective. She has been covering production and post production for more than 25 years. 

Apple’s Final Cut Pro and Logic Pro Now on iPad

Apple has made its Final Cut Pro and Logic Pro available for the iPad. Final Cut Pro and Logic Pro for iPad bring all-new touch interfaces that allow users to enhance their workflows with the use of Multi-Touch.

Final Cut Pro for iPad introduces a new set of tools for video creators to record, edit, finish and share, all from one portable device. Logic Pro for iPad offers a complete collection of tools for songwriting, beat-making, recording, editing and mixing. Final Cut Pro and Logic Pro for iPad will be available on the App Store as subscriptions starting May 23 for $4.99 per month or $49 per year with a one-month free trial.

Final Cut Pro for iPad
Final Cut Pro for iPad introduces a new touch interface and intuitive tools. A new jog wheel makes the editing process easier and allows users to interact with content in new ways. They can navigate the Magnetic Timeline; move clips; and make fast, frame-accurate edits with the tap of a finger; and it comes with the immediacy and intuitiveness of Multi-Touch gestures.

With Live Drawing, users can draw and write directly on top of video content using Apple Pencil. On iPad Pros with M2, Apple Pencil hover allows users to quickly skim and preview footage without touching the screen. They can also speed up their workflows by adding a Magic Keyboard or Smart Keyboard Folio to use key commands. Creators can view and edit HDR video — taking advantage of the Liquid Retina XDR display on the 12.9-inch iPad Pro — and apply color grades with accuracy using Reference Mode.

The Pro camera means video creators can shoot high-quality video in portrait or landscape orientation, monitor audio and available recording time, and manually control settings like focus, exposure and white balance. Creators can capture, edit and publish from a single device while in the field, and on iPad Pro with M2, users can record in ProRes. With multi-cam video editing, clips can automatically be synchronized and edited together, and users can even switch angles in a multi-cam clip with just the touch of a finger.

Final Cut Pro for iPad uses the power of Apple silicon and machine learning to speed up time-consuming editing tasks. With Scene Removal Mask, creators can quickly remove or replace the background behind a subject in a clip without using a greenscreen. Auto Crop adjusts footage for vertical, square and other aspect ratios, and with Voice Isolation, background noise can easily be removed from audio captured in the field.

Video creators can choose from a vast library of professional graphics, effects and audio to enhance their storytelling. These include HDR backgrounds, customizable animated patterns and professional soundtracks that automatically adjust to the length of a video.

Editors can import supported media from Files or Photos and save them directly inside a Final Cut Pro project. Final Cut Pro for iPad also supports the ability to import projects created in iMovie for iOS, and iPad users can export their Final Cut Pro projects to Mac.

Logic Pro for iPad
Logic Pro for iPad offers Multi-Touch gestures, which allow music creators to play software instruments, interact naturally with controls and navigate complex projects with pinch-to-zoom and swipe-to-scroll. Plug-in Tiles make it easy to quickly shape sounds. With the built-in mics on iPad, users can capture voice or instrument recordings, and with five studio-quality mics on iPad Pro, users can turn any space into a recording studio. Creators can also make precision edits and draw detailed track automation with Apple Pencil and connect a Smart Keyboard Folio or Magic Keyboard to use key commands that speed up production.

Logic Pro for iPad’s new sound browser uses dynamic filtering. It displays all available instrument patches, audio patches, plug-in presets, samples and loops in a single location, and users can tap to audition any sound before loading it into a project to save time and stay in their creative flow.

Creators can shape the sonic qualities of their music with over 100 instruments and effects plug-ins in Logic Pro. Effects like vintage EQs, compressors and reverbs let users tweak and fine-tune their tracks. With Multi-Touch, creators can play instruments using a variety of play surfaces. Logic Pro on iPad comes with a collection of realistic-sounding instruments and powerful synths, including Sample Alchemy — a new sample manipulation instrument that can transform any audio sample with the tap of a finger.

Producers can chop and flip samples, program beats and bass lines and craft custom drum kits with a set of beat-making and production tools. Beat Breaker, a new time- and pitch-morphing plug-in, lets music creators swipe and pinch to reshape and shuffle sounds. Quick Sampler can chop and transform audio samples into entirely new playable instruments, and Step Sequencer lets users program drum patterns, bass lines and melodies and even automate plug-ins with just a few taps. Drum Machine Designer enables the creation of custom drum kits by applying samples and unique plug-ins to any drum pad. With Live Loops, users can capture inspiration and quickly build arrangements by mixing and matching musical loops.

It comes with a full-featured mixer — complete with channel strips, volume faders, pan controls, plug-ins, sends and precise automation.

Logic Pro for iPad supports round-trip capabilities, making it easy to move projects between Logic Pro for Mac and iPad. iPad users can export their finished songs as well as individual audio track stems in a variety of compressed and lossless audio formats. Music creators can make a soundtrack in Logic Pro for iPad and export it into Final Cut Pro for iPad — offering flexibility for working across music and video. Logic Pro for iPad also supports the ability to open projects created in GarageBand for iOS, so users can take their music to the next level with pro features and workflows.

Media Production & Technology Show

Media Production & Technology Show Sets Seminar Lineup

The Media Production & Technology Show (MPTS) has announced the first part of its seminar line-up for 2023. With a special focus on disruptive and interactive technologies, from AI to virtual production, MPTS will examine the challenge facing the industry around recruitment and technical advancements but also the significant opportunities they present to media professionals/content creators everywhere.

Taking place on May 10 and 11 in the iconic Grand Hall at Olympia London, the show will host more than 300 speakers across six theatres, featuring keynote presentations, masterclasses, panel discussions and educational sessions.

The Keynote Theatre presents a host of industry leaders who will share their successes and visions for the future. Speakers include BAFTA-winning screenwriter Danny Brocklehurst (Clocking Off, Shameless), Daniela Neumann, managing director at leading indie Spun Gold TV and former senior programming executive at ITV; James Burstall, CEO of Argonon — the makers of The Masked Singer; Jo Plaete, chief innovation officer at Metaphysic, the company behind the Tom Cruise deepfakes; and BK Johannessen, the Unreal Engine business director for broadcast and live events at Epic Games, to name a few.

Taking part in the Virtual Production Theatre visitors can enjoy case studies and insights from DNeg, Dimension Studios, Lux Machina, Disguise, University of York and MARS Academy Training. Following the success of this theatre in 2022, headline sponsor Pixotope returns and leading video technology company 80six will host an expanded area to showcase how innovative technologies and creativity are fueling this growing sector.

The Post Production Theatre examines the evolution of this vital sector, both creatively and technologically, with examples of recent work, product masterclasses and the latest post workflows. Visitors will have access to tailor-made training sessions from Avid, Filmlight and IPV across both days and will hear from some of the UK senior leaders managing post production in the UK, including Helen Alexander, MD, Formosa Group (UK); Cara Sheppard in her new role as president of Picture Shop; and some of the creative team behind the Oscar-winning Best Animated Short Film, The Boy, The Fox, The Mole and the Horse will also take the stage.

The Audio Theatre offers case studies, how-to sessions and product workshops featuring the latest equipment and techniques for projects from documentaries to live events and feature films. Speakers include Emmy- and RTS-award winning composer Nainita Desai; Kate Davis, the BAFTA-nominated head of sound at Directors Cut and Adam Mart, founder of cloud first audio studio Airaphon.

The Production Theatre’s featured speakers include wildlife filmmaker Elise Gibbins and  doc filmmakers Tom Porter and Michael Ogden.

Registration for MPTS 2023 is now open.

 

 

Meet the Artist Podcast: Your Honor‘s Audio Post Team

postPerspective, which is currently celebrating its 10th year covering the industry, is proud to announce the launch of our new podcast. Found wherever you get your podcast content — Apple, Spotify, iHeart and more — our Meet the Artist podcast series features creatives not only talking about their recent work, but also sharing their personal journey on making it in the industry.

Our premier episode features our own Randi Altman talking with re-recording mixer/ supervising sound editor Jon Greasley and re-recording mixer/sound designer Dan Gamache of King Soundworks, the audio post team behind Season 2 of Showtime’s Your Honor, which stars Bryan Cranston as a disgraced New Orleans judge. You’ll hear them go into detail about heightening sounds and painting a picture of desperation and intrigue with sound, while also talking about their workflow.

Their goal was, as Gamache says, “to do the writing of the show justice.” Greasley adds that they went for “this richness and fullness and level of detail” when creating the sound of Season 2.

For scenes in the French Quarter, the sounds of Your Honor are often heightened. For example, when Cranston’s character Michael is walking down Bourbon Street and it’s dark and he’s all alone and totally in his head. “We like to play with the dynamic of it,” explains Greasley. “But there are times when we do that and times where we don’t, so it creates more of a juxtaposition of when he’s alone or when he’s in his head. And it offers different levels of detail and different states of isolation when he’s also being surrounded by the hustle and bustle.”

And stay tuned for our next Meet the Artist episode, where we “meet” senior colorist Jill Bogdanowicz from Company 3.

Now take a listen to episode one of our new podcast — Meet the Artist with Jon Greasley and Dan Gamache… here.