Tag Archives: audio post production

MPSE Gold Reel Award Winners: Maestro, Oppenheimer and More

The Motion Picture Sound Editors (MPSE) have announced the winners of its 71st Annual MPSE Golden Reels. Awards were presented in 19 professional categories, alongside one student award. Categories spanned feature film, television, animation and computer entertainment.

Additionally, Dane A. Davis, MPSE, received the MPSE Career Achievement Award, and Michael Dinner was presented with the MPSE Filmmaker Award.

“What makes this event so special is that we come together from around the world as a sound community to celebrate each other,” says newly elected MPSE president David Barber. “We celebrate each other’s artistry and each other’s achievements. MPSE members are an extraordinarily passionate and giving group of sound enthusiasts who exemplify the meaning of ‘community.’”

Here are the 71st Annual MPSE Golden Reel Award winners:

Outstanding Achievement in Music Editing – Feature Motion Picture

Maestro

Netflix

Supervising Music Editor: Jason Ruder

Music Editor: Victoria Ruggiero

 

Outstanding Achievement in Sound Editing – Feature Dialogue / ADR

Oppenheimer

Universal Pictures

Supervising Sound Editor: Richard King

Supervising Dialogue Editor: David Bach

Dialogue Editors: Russell Farmarco, Albert Gasser MPSE

 

Outstanding Achievement in Sound Editing – Feature Effects / Foley

Oppenheimer

Universal Pictures

Supervising Sound Editor: Richard King

Sound Effects Editor: Michael Mitchell

Sound Designer: Randy Torres

Supervising Foley Editor: Christopher Flick

Foley Artists: Dan O’Connell, John Cucci MPSE

 

Outstanding Achievement in Sound Editing – Broadcast Animation

Star Wars: The Bad Batch: “Faster”

Disney

Supervising Sound Editors: David W. Collins, Matthew Wood

Sound Designer: David W. Collins

Sound Effects Editors: Justin Doyle, Kevin Bolen MPSE, Kimberly Patrick

Supervising Foley Editor: Frank Rinella

Foley Artists: Kimberly Patrick, Margie O’Malley, Andrea Gard

 

Outstanding Achievement in Sound Editing – Non-theatrical Animation

The Monkey King

Netflix Animation

Supervising Sound Editors: David Giammarco, Eric A. Norris MPSE

Dialogue Editor: Sean Massey MPSE

Sound Designers: Jon Title MPSE, Tim Nielsen

Foley Artists: Dan O’Connell, John Cucci MPSE

 

Outstanding Achievement in Sound Editing – Feature Animation

Spider-Man: Across the Spider-Verse

Sony Pictures Animation

Supervising Sound Editor: Geoffrey G. Rubay

Sound Designers: John J. Pospisil, Alec G. Rubay, Kip Smedley

Sound Effects Editors: Cathryn Wang, David Werntz, Bruce Tanis MPSE, Greg ten Bosch MPSE, Daniel McNamara MPSE, Will Digby, Andy Sisul

Supervising Dialogue Editor: James Morioka MPSE

Dialogue Editors: Robert Getty MPSE, Jason W. Freeman, Kai Scheer, Ashley N. Rubay

Foley Supervisor: Colin Lechner MPSE

Foley Artist: Gregg Barbanell MPSE, Jeff Wilhoit MPSE, Dylan Wilhoit

Supervising Music Editor: Katie Greathouse

Music Editor: Barbara McDermott

 

Outstanding Achievement in Sound Editing – Non-theatrical Documentary

Our Planet II: “Chapter 3: The Next Generation”

Netflix

Sound Editor: George Fry

 

Outstanding Achievement in Music Editing – Documentary

Pianoforte

Greenwich Entertainment

Supervising Music Editor: Michal Fojcik MPSE

Music Editor: Joanna Popowicz

 

Outstanding Achievement in Sound Editing – Feature Documentary

32 Sounds

ArKtype

Supervising ADR Editor: Eliza Paley

Supervising Sound Editor: Mark Mangini MPSE

Sound Editor: Robert Kellough MPSE

ADR Editor: Mari Matsuo

Foley Artist: Joanna Fang MPSE

 

Outstanding Achievement in Music Editing – Game Music

Star Wars Jedi: Survivor

Respawn Entertainment

Music Director: Nick Laviers

Music Implementers: Colin Andrew Grant MPSE, Andrew Karboski

 

Outstanding Achievement in Sound Editing – Game Dialogue / ADR

Alan Wake 2

Remedy Entertainment

Audio Director: Richard Lapington

Senior Dialogue Designers: Taneli Suoranta, Arthur Tisseront

 

Outstanding Achievement in Sound Editing – Game Effects / Foley

Marvel’s Spider-Man 2

Insomniac Games

Supervising Sound Editors: Ben Minto MPSE, Chris Sweetman MPSE, Csaba Wagner MPSE, Samuel Justice, Gary Miranda

Supervising Sound Designer: Emile Mika

Senior Director of Sound: Phillip Kovats MPSE

Director, Audio Management: Karen Read

Audio Managers: Daniel Birczynski, Jesse James Allen

Director of Sound Design: Jeremie Voillot MPSE

Senior Audio Directors: Paul Mudra, Jerry Berlongieri, Dwight Okahara

Technical Sound Designers: Ben Pantelis, Sebastian Ruiz, Nick Jackson, Enoch Choi, Cameron Sonju, Gavin Booth

Lead Sound Designer: Blake Johnson

Senior Sound Designers: Eddie Pacheco MPSE, Tyler Cornett, Johannes Hammers MPSE, Zack Bogucki, Alex Previty, Matt Ryan, Juliet Rascon, Andres Herrera, Robert Castro MPSE, Jeff Darby, Beau Anthony Jimenez MPSE, Derrick Espino, Jon Rook

Sound Designers: Tyler Hoffman, Daniele Carli, Bob Kellough MPSE, Bryan Jerden, Eilam Hoffman, Graham Donnelly MPSE, Jason W. Jennings MPSE, Matt Hall, Michael Leaning, Michael Schapiro, Randy Torres, Richard Gould, Stephano Sanchinelli, Tim Walston MPSE, Tobias Poppe, Tom Jaine MPSE, Jeremy Neroes, Adam Sanchez, Brendan Wolf, Roy Lancaster, Rodrigo Robinet, Daniel Barboza, Charlie Ritter, David Goll, Chris Kokkinos MPSE, TJ Schauer

Foley Editors: Blake Collins, Annie Taylor, Austin Creek

Foley Artist: Joanna Fang MPSE

 

Outstanding Achievement in Music Editing – Broadcast Short Form

Dave: “Met Gala”

Hulu

Supervising Music Editor: Amber Funk MPSE

Music Editor: James Sullivan

 

Outstanding Achievement in Sound Editing – Broadcast Short Form

The Mandalorian: “The Return”

Disney

Supervising Sound Editors: Trey Turner, Matthew Wood

Sound Designer: David W. Collins

Sound Effects Editors: Luis Galdames MPSE, Kevin Bolen MPSE

ADR Editors: Brad Semenoff MPSE, Ryan Cota MPSE

Supervising Foley Editor: Frank Rinella

Foley Editors: Joel Raabe, Alyssa Nevarez

Foley Artist: Shelly Roden MPSE

 

Outstanding Achievement in Music Editing – Broadcast Long Form

The Last of Us: “When You’re Lost in the Darkness”

HBO

Music Editor: Maarten Hofmeijer

 

Outstanding Achievement in Sound Editing – Broadcast Long Form Dialogue / ADR

The Marvelous Mrs. Maisel: “Four Minutes”

Amazon Prime

Supervising Sound Editor: Ron Bochar

Dialogue Editor: Sara Stern

ADR Editor: Ruth Hernandez MPSE

 

Outstanding Achievement in Sound Editing – Broadcast Long Form Effects / Foley

All the Light We Cannot See: Episode 4

Netflix

Supervising Sound Editors: Craig Henighan MPSE, Ryan Cole MPSE

Sound Effects Editor: David Grimaldi

Foley Editor: Matt Cloud

Foley Artist: Steve Baine

 

Outstanding Achievement in Sound Editing – Student Film (Verna Fields Award)

Dive

National Film & Television School

Supervising Sound Editor: Simon Panayi

 

Outstanding Achievement in Sound Editing – Non-theatrical Feature

The Last Kingdom: Seven Kings Must Die

Netflix

Supervising Sound Editor: Jack Gillies

Dialogue/ADR Supervisor: Michael Williams

ADR Editor: Steve Berezai

Foley Editor: Neale Ross

Foley Artist: Jason Swanscott

 

Outstanding Achievement in Sound Editing – Foreign Language Feature

Society of the Snow

Netflix

Supervising Sound Editors: Oriol Tarragó, Iosu Martinez, Guillem Giró

Foley Artists: Erik Vidal, Kiku Vidal

Sound Editors: Sarah Romero, Marc Bech, Brendan Golden

Sound Designer: Oriol Tarragó

Music Editor: John Finklea

 

 

Oscars: Creating New and Old Sounds for The Creator

By Randi Altman

Director Gareth Edwards’ The Creator takes place in 2055 and tells the story of a war between the human race and artificial intelligence. It follows Joshua Taylor (John David Washington), a former special forces agent who is recruited to hunt down and kill The Creator, who is building an AI super weapon that takes the form of a child.

As you can imagine, the film’s soundscape is lush and helps to tell this futuristic tale, so much so it was rewarded with an Oscar nomination for its sound team: supervising sound editors/sound designers Erik Aadahl and Ethan Van der Ryn, re-recording mixers Tom Ozanich and Dean Zupancic and production sound mixer Ian Voigt.

L-R: Ethan Van der Ryn and Erik Aadahl

We reached out to Aadahl to talk about the audio post process on The Creator, which was shot guerrila style for a documentary feel.

How did you and Ethan collaborate on this one?
Ethan and I have been creative sound partners now for over 17 years. “Mind meld” is the perfect term for us creatively. I think the reason we work so well together is that we are constantly trying to surprise each other with our ideas.

In a sense, we are a lot harder on ourselves than any director and are happiest when we venture into uncharted creative territory with sound. We’ve joked for years that our thermometer for good sound is whether we get goosebumps in a scene. I love our collaboration that way.

How did you split up the work on this one?
We pretty much divide up our duties equally, and on The Creator, we were blessed with an incredible crew. Malte Bieler was our lead sound designer and came up with so many brilliant ideas. David Bach was the ADR and dialogue supervisor, who was in charge of easily one of the most complex dialogue jobs ever, breaking our own records for number of cues, number of spoken languages (some real, some invented), large exterior group sessions and the complexity of robot vocal processing. Jonathan Klein supervised Foley, and Ryan Rubin was the lead music editor for Hans Zimmer’s gorgeous score.

What did director Gareth Edwards ask for in terms of the sound?
Gareth Edwards wanted a sonic style of “retro-futurism” mixed with documentary realism. In a way, we were trying to combine the styles of Terrence Malick and James Cameron: pure expressive realism with pure science-fiction.

Gareth engaged us long before the script was finished — over six years ago — to discuss our approach to this very different film. Our first step was designing a proof-of-concept piece using location scout footage to get the green light, working with Gareth and ILM.

How would you describe the sound?
The style we adopted was to first embrace the real sounds of nature, which we recorded in Cambodia, Laos, Thailand and Vietnam.

For the sound design, Gareth wanted this retro-futurism for much of it, recalling a nostalgia for classic science fiction using analog sound design techniques like vocoders, which were used in the 1970s for films like THX 1138. That style of science fiction could then contrast with the fully futuristic, high-fidelity robot, vehicle and weapon technology.

Gareth wanted sounds that had never been used before and would often make sounds with his mouth that we would recreate. Gareth’s direction for the NOMAD station, which emits tracking beams from Earth’s orbit onto the Earth’s surface, was “It should sound like you’d get cancer if you put your hand in the beam for too long.” I love that kind of direction; Gareth is the best.

This was an international production. What were the challenges of working on different continents and with so many languages?
The Creator was shot on location in eight countries across Asia, including Thailand, Vietnam, Cambodia, Japan and Nepal. As production began, I was in contact with Ian Voigt, the on-location production mixer. He had to adapt to the guerilla-style of filming to invent new methods of wireless boom recording and new methods of working with the novel camera technology, in close contact with Oren Soffer and Greig Fraser, the film’s directors of photography.

Languages spoken included Thai, Vietnamese, Hindi, Japanese and Hindi, and we invented futuristic hybrid languages used by the New Asia AI and the robot characters. The on-location crowds also spoke in multiple languages (some human, some robotic or invented) and required a style of lived-in reality.

Was that the most challenging part of the job? If not, what was?
The biggest challenge was making an epic movie in a documentary/guerilla-style. Every department had to work at the top of its game.

The first giant challenge had to do with dialogue and ADR. Dialogue supervisor David Bach mentioned frequently that this was the most complex film he’d ever tackled. We broke several of our own records, including the number of principle character languages, the number of ADR cues, the amount and variety of group ADR, and the complexity of dialogue processing.

The Creator

Tom Ozanich

Dialogue and music re-recording mixer Tom Ozanich had more radio communication futzes, all tuned to the unique environments, than we’d ever witnessed. Tom also wrangled more robotic dialogue processing channels of all varieties — from Sony Walkman-style robots to the most advanced AI robots — than we’d ever experienced. Gareth wanted audiences to hear the full range of dialogue treatments, from vintage-style sci-fi voices using vocoders to the most advanced tools we now have.

The second big challenge was fulfilling Gareth’s aesthetic goal: Combine ancient and fully futuristic technologies to create sounds that have never been heard before.

What about the tank battle sequence? Walk us through that process.
The first sequence we ever received from Gareth was the tank battle, shot on a floating village in Thailand. For many months, we designed the sound with zero visual effects. A font saying “Tank” or “AI Robot” might clue us in to what was happening. Gareth also chose to use no music in the sequence, allowing us to paint a lush sonic tapestry of nature sounds, juxtaposed with the horrors of war.

He credits editors Joe Walker, Hank Corwin and Scott Morris for having the bravery not to use temp music in this sequence and let the visceral reality of pure sound design carry the sequence.

Our goal was to create the most immersive and out-of-the-box soundscape that we possibly could. With Ethan, we led an extraordinary team of artists who never settled on “good enough.” As is so often the case in any artform, serendipity can appear, and the feeling is magic.

One example is for the aforementioned tanks. We spent months trying to come up with a powerful, futuristic and unique tank sound, but none of the experiments felt special enough. In one moment of pure serendipity, as I was driving back from a weekend of skiing at Mammoth, my car veered into the serrated highway median that’s meant to keep drivers from dozing off and driving off the road. The entire car resonated with a monstrous “RAAAAAAAAHHHHHHMMM!!” and I yelled out, “That’s the sound of the tank!” I recorded it, and that’s the sound in the movie. I have the best job in the world.

The incoming missiles needed a haunting quality, and for the shriek of their descent, we used a recording we did of a baboon. The baboon’s trainer told us that if the baboon witnessed a “theft,” he’d be offended and vocalize. So I put my car keys on the ground and pretended not to notice the trainer snatch the keys away from me and shuffle off. The baboon pointed and let out the perfect shriek of injustice.

What about the bridge sequence?
For this sequence, rudimentary, non-AI bomb robots named G-13 and G-14 (à la DARPA) sprint across the floating village bridge to destroy Alfie, an AI superweapon in the form of a young girl (Madeleine Yuna Voyles). We used the bomb robots’ size and weight to convey an imminent death sentence, their footsteps growing in power and ferocity as the danger approached.

Alfie has a special power over technology, and in one of my favorite moments, G-14 kneels before her instead of detonating. Alfie puts her hand to G-14’s head, and during that touch, we took out all of the sound of the surrounding battle. We made the sound of her special power a deep, humming drone. This moment felt quasi-spiritual, so instead of using synthetic sounds, we used the musical drone of a didgeridoo, an Aboriginal instrument with a spiritual undercurrent.

A favorite sonic technique of ours is to blur the lines between organic and synthetic, and this was one of those moments.

What about the Foley process?
Jonathan Klein supervised the Foley, and Foley artists Dan O’Connell and John Cucci brilliantly brought these robots to life. We have many intimate and subtle moments in the film when Foley was critical in realistically grounding our AI and robot characters to the scene.

The lead character, Joshua, has a prosthetic leg and arm, and there, Foley was vital to contrasting the organic to the inorganic. One example is when Joshua is coming out of the pool at the recovery center — his one leg is barefoot, and his other leg is prosthetic and robotic. These Foley details tell Joshua’s story, demonstrating his physical and, by extension, mental complexity.

What studio did you work out of throughout the process?
We did all of the sound design and editing at our facility on the Warner Bros. studio lot in Burbank.

We broke our own record for the number of mixing stages across two continents. Besides working at WB De Lane Lea in London, we used Stages 5 and 6 at Warner Bros. in Burbank. We were in Stages 2 and 4 at Formosa’s Paramount stages and Stage 1 at Signature Post. This doesn’t even include additional predub and nearfield stages.

The sound team with Gareth Edwards Warner’s Stage 5.

In the mix, both Tom Ozanich and Dean Zupancic beautifully [shifted] from the most delicate and intimate moments, to the most grand and powerful.

Do you enjoy working on VFX-heavy films and sci-fi in particular? Does it give you more freedom in creating sounds that aren’t of this world?
Sound is half of the cinematic experience and is central to the storytelling of The Creator — from sonic natural realism to pure sonic science fiction. We made this combination of the ancient and futuristic for the most unique project I’ve ever had the joy to work on.

Science fiction gives us such latitude, letting us dance between sonic reality and the unreal. And working with amazing visual effects artists allows for a beautiful cross-pollination between sound and picture. It brings out the best in both of our disciplines.

What were some tools you used in your work on The Creator?
The first answer: lots of microphones. Most of the sounds in The Creator are real and organic recordings or manipulated real recordings — from the nature ambiances to the wide range of technologies, from retro to fully futuristic.

Of course, Avid Pro Tools was our sound editing platform, and we used dozens of plugins to make the universe of sound we wanted audiences to hear. We had a special affinity for digital versions of classic analog vocoders, especially for the robot police vocals.

The Oscar-nominated sound team for The Creator pictured with director Gareth Edwards.

Finally, congrats on the nomination. What do you think it was about this film that got the attention of Academy members?
Our credo is “We can never inspire an audience until we inspire ourselves,” and we are so honored and grateful that enough Academy members experienced The Creator and felt inspired to bring us to this moment.

Gareth and our whole team have created a unique cinematic experience. We hope that more of the world not only watches it, but hears it, in the best environment possible.

(Check out this behind-the-scenes video of the team working on The Creator.)

dearVR Pro 2

Dear Reality Launches dearVR Pro 2 Spatializer Plugin

Spacial audio company Dear Reality has launched dearVR Pro 2, the successor to its dearVR Pro spatializer. The upgrade adds a stereo input, including stereo width control, to the plugin, and gives users access to new immersive Pro Tools formats. dearVR Pro 2 also features new high-pass and low-pass filters for early reflections and late reverb. In addition, the new Mk II software supports third-party OSC head trackers.

​“Simulating distance in spatial audio productions is essential when creating truly authentic 3D spaces. Just one spherical plane with a fixed distance around the listener will not do the trick,” explains Dear Reality co-founder Christian Sander. “dearVR Pro 2’s distance simulation unlocks fully natural depth perception for multi-channel formats and lets the user place the sound seamlessly — even behind the loudspeakers.”

The dearVR Pro 2 output section features 35 multi-channel loudspeaker formats, including the latest 9.0.4, 9.0.6  and 9.1.4 Pro Tools DAW formats. The all-in-one spatializer offers ambisonics ​– up to third order – and binaural outputs, making dearVR Pro 2 very useful for advanced XR productions.

dearVR Pro 2The software’s new stereo input feature expands this concept to stereo tracks, allowing for direct access to the stereo width and making the spatializer plugin well-suited for stem productions. “Recording audio with stereo miking techniques is still common practice, even for the creation of advanced three-dimensional experiences,” says Dear Reality’s Felix Lau. “dearVR Pro 2 helps the engineer to effortlessly position stereo recordings of instruments and ambiance in a spatial sound field.”

In addition to the existing connection to the dearVR Spatial Connect VR controller, dearVR Pro 2 can now also connect to any third-party OSC head tracker using the included Spatial Connect Adapter. This provides extended head-tracking control and a much more natural way to judge immersive productions.

dearVR Pro 2 is available for $199, but during the introductory period that lasts until January 31, dearVR Pro 2 is available for $149. Existing dearVR Pro users can upgrade to the Mk II version for $79.​


iZotope AI Voice Enhancement Now Available

Native Instruments has released iZotope VEA, a new AI-powered voice enhancement assistant for content creators and podcasters.

VEA features AI technology that listens first and then enhances audio so creators can feel more confident with their voices and deliver better-sounding content. VEA increases clarity, sets more consistent levels and reduces background noise on any voice recording.

VEA works as a plugin within major digital audio workstations and nonlinear editors. For a list of officially supported hosts, see the system requirements at here.

VEA features three simple controls that are intelligently set by iZotope’s AI technology. Those who are more familiar with editing vocal recordings will find a new way to finish productions quickly by consolidating their effects chains and saving on CPU.

Key features:

  • The Shape control ensures audio sounds professional and audience-ready without having to worry about an EQ. Shape is tailored to each voice and matches the sound of top creators or podcasts with the free iZotope Audiolens tool.
  • The Boost control adds loudness and compression as it’s turned up. Users can easily boost the presence and power of voice recordings without spending time struggling with settings. Boost delivers a smooth and even sound to speech for a more engaging listening experience.
  • The Clean control takes background noise out of the spotlight so every voice can shine. VEA learns the noise in the room automatically and preserves speech for light, transparent noise reduction.

VEA is available now for $29.

 

 

Maggie Norsworthy

Behind the Title: Mr. Bronx’s Maggie Norsworthy

Maggie Norsworthy is an audio post producer at New York City’s Mr. Bronx, an artist-owned and operated audio post studio that creates soundscapes for ad campaigns, feature films, TV series, experiential installations and theme park rides. Mr. Bronx offers an array of services, including mix, sound design, Foley, ADR, VO record and VO casting.

What does your job entail?
I wear a few different hats. I oversee high-level studio management, mid-level production and in-person production. I also track work for social media posting.

The Boy and the Heron

It usually starts with fielding incoming requests and breaking down project needs using creative or sound design briefs to generate estimates. After all that’s done, we get on creative calls to help bring the project to life. I also assist with coordinating sessions in a way that’s optimal for the talent along with the creative, editorial and production teams. As sessions progress, I manage communications between the engineers, talent, clients and everyone else. Finally, I ensure delivery of the final mixes for the client.

Separately, I now double as a casting director when needed. After honing the casting brief with the client, we curate a talent list and then send out our favorite options. Other various items include non-audio-specific tasks, like client outreach and sales.

What would surprise people the most about what falls under the title of audio producer?
The diversity of what “audio producer” means is really funny. Podcast audio producers often have journalism degrees; music audio producers lay down tracks. I’m not an engineer at all — I coordinate and keep the trains running. That always surprises people. I think they get surprised that post studios do castings too. Casting can be a mysterious process to people, and it’s cool that those are done in-house.

Lakota Nation vs. United States

What’s your favorite part of the job?
I love it when a session goes smoothly. It’s great when, once the actual recording or mix session starts, people know the important information and have all the answers to questions, which lets the engineer relax and do their thing. When everyone is comfortable and can collaborate well together, that’s a great feeling.

I also love in-person work, when clients come in and can see our new space. Paired with this, I love going to in-person events, meeting new people and finding ways to collaborate. In many ways, this is the perfect job for an extrovert.

What is your least favorite?
When we have a lot of sessions going on at the same time. It’s great for us — we want our engineers to be booked — but sometimes that means multiple urgent requests come in at once. That’s why I prioritize time management to assess what really needs to get done first because it can be a challenge to juggle many “emergencies” at once.

Black Is King

What is your most productive time of the day?
Probably midmorning. When we don’t have sessions at the very beginning of the day, I have more time to review our documents and calendar. If I can get that high-level perspective at the beginning of the day, it sets me up for a smoother day ahead.

How has your section of the industry changed since COVID? The good and the bad?
It’s definitely changed in lasting ways, including the huge uptick in remote recording. We used to do some remote recording, but now the importance of testing equipment with talent has skyrocketed because we need to provide the highest quality audio possible.

It’s great for talent because it gives them chances to record in places where they’re not local. Before, everything revolved around an in-person session. We can accommodate more sessions in a day now too. But it’s a different beast because it means more emails, fewer calls and handling things remotely that would have been handled in-person before, which skews the balance toward remote work. Hybrid coordination is different than mostly in-person. It’s cool, though. The engineers have home setups and more flexibility, and it’s easier for clients to join via Zoom.

Black Is King

Do you see some of these workflow changes remaining with us going forward?
For sure. Clients still love to come in, and we love to have them, but if they’re suddenly slammed, it’s great that they can join over Zoom and we can continue the work. It adds a layer of convenience that wasn’t there before.

If you didn’t have this job, what would you be doing instead?
I would probably be in politics. I’ve done a lot of things. I’ve been a Capitol Hill intern studying political science. I’ve also worked at a cheese and wine store. I love both cheese and wine, so maybe I’d work in one as well. Ultimately, I like learning about people and making things happen, which is why I studied anthropology and political science.

Why did you choose this profession?
Ever since I found out what an audio producer was, I was interested. I like that it’s client-facing. I think post production is stimulating since you work on many things in a day. It’s great being the trusted partner in problem-solving and getting clients to the finish line. I like looking for ways to make processes more efficient.

Lakota Nation vs. United States

Can you name some recent projects you have worked on?
Mr. Bronx has such high respect for quality and craft, which means we work on some of the coolest stuff ever: most recently the Dolby Atmos mix for Studio Ghibli’s The Boy and the Heron English release. We’ve also done work for Beyoncé projects, including trailers for the Renaissance world tour film and sound design and mix for her Black Is King and Lemonade visual albums.

On the serial side, we also worked on FX’s Welcome to Wrexham. That was my first time seeing my name in the credits of a TV show. Recently we worked on sound for the documentary Lakota Nation vs. United States, which premiered at the Tribeca Film Festival and was purchased by IFC Films.

Ultimately, I love working alongside people with high standards and excellent output.

Name three pieces of technology you can’t live without.
The Google Tasks list, Slack and Google Calendar.

When you can listen to music, what do you have playing?
It depends on what season of life I’m in. Lately, I’ve been listening to this “Bossa in the Background” Spotify playlist, which has bossa nova music that’s mellow enough not to be distracting.

I also have a tried-and-true classical playlist from college that’s very good. Sometimes I’ll listen to regular music, but classical music and bossa nova usually make it easier for me to get in the zone. For when I am feeling emo, I have a specific playlist of my favorite songs from when I sang in choir in college.

What do you do to de-stress from it all?
I’m training for a half marathon, so I’ve been running. I also go to a lot of live music shows and hang out with my friends all the time. I rarely say no to going to do something.

The Boy and the Heron

Finally, would you have done anything different along your path?
I’m a person that needs to get things out of my system. If I hadn’t worked on the Hill, I would have been thinking about it forever. I don’t regret doing that. Same thing with cheese and wine; I’m happy I have that knowledge now. Maybe I would have been more aggressive earlier on about learning about the audio industry. It’s not always easy from the outside looking in to learn more about jobs like audio post producer.

Any tips for others who are just starting?
For those just starting, I’d say networking isn’t as intimidating as you might think. It’s not what you fear it has to be. Everyone wants to meet people they get along with. Everyone wants to make connections, and everyone has an interest in other people’s industries. You don’t have to feel weird talking to people and asking questions. The number of random connections that have emerged before and after I started at Mr. Bronx is so funny to me at this point, but that’s a story for another time…

 

 

Brain Audio Opens Immersive Audio Post Studio in London

Brain Audio in London has opened a new, immersive audio post facility designed for all aspects of TV, film and immersive audio post production. It features a flagship Dolby Atmos mixing theater and is already up and running. Work so far includes delivering a full score and sound post on the animated Netflix fantasy adventure series Wereworld, directed by Tom Brass at Jellyfish Pictures, and on Steven Eastwood’s latest feature film, The Stimming Pool. Meanwhile, the interactive team is in the midst of delivering full immersive audio and score on a new VR application for Headspace and Meta in conjunction with Nexus Interactive.

Conveniently located in London’s North Greenwich Design District, the studio is 30 minutes from Piccadilly Circus and five Tube stops from London City Airport.

Besides the Dolby Atmos mixing theater, Brain Audio’s new studio includes Dolby Atmos edit suites, Foley stages, a 360-degree spatial audio/interactive/VR /MR/AR production space, high-end voice recording studios, score recording and mixing suites, and ADR and loop group offerings.

The core creative team is headed up by composers and sound designers Tom Haines and Chris Branch (25-plus years as Brains and Hunch) and re-recording mixer Steve Bond. Senior producer Becca Laurence oversees the independent sound facility’s vast output. The Brain Audio family also includes sound designers, instrumentalists, interactive audio programmers, Foley artists and a diverse roster of composers. Clients include Marvel, DreamWorks, Disney, Google, BBC and Channel 4.

“If clients and collaborators aren’t creatively energized when they work with us, we’re not doing our job properly,” Laurence says. “Technical aspects of production should melt into the background, giving headroom and respect to creative freedom on a project. Brain Audio is a lively and vibrant place to be, and our clients love this.”

Co-founder and director Branch says, “Brain Audio has a distinctly hands-on approach to sound and music production — our microphones are always primed. In the studio, it’s essential for us to keep an analog/digital hybrid approach, bringing the real world into all of our soundtracks. This means always going the extra mile on Foley or capturing live elements in a score while maintaining the speed and flexibility of cutting-edge digital workflows. The way we’ve set up our new studios both physically and digitally means we can go from microphone to VR headset in a matter of moments.”

Co-founder and director Haines adds, “Brain Audio is committed to independent filmmaking and art… For us, art and commercial work have a symbiotic relationship — the riskier, cutting-edge artistic practices often nourish our commercial work.”

“We have created a unique environment where composers, sound designers, audio developers and mixers are working side by side, both physically and creatively,” reports Bond. “We can deliver a bespoke package for scripted, non-scripted, animation or immersive projects at the highest creative level through our carefully honed, agile workflows.”

 

 

 

 

 

 

 

Teenage Mutant Ninja Turtles

Mark Mangini on Soundscape for Teenage Mutant Ninja Turtles

By Luke Harper

Dune, Mad Max: Fury Road, Blade Runner 2049 and over 125 more films. Six Oscar nominations and two wins. Educator. Musician. Formosa supervising sound editor/sound designer/re-recording mixer Mark Mangini is pretty much a Renaissance man of audio.

As an audio post pro myself, I enjoyed getting to know the human behind those Oscars and the ridiculously impressive resume.

Mark Mangini

His latest feature is the animated Teenage Mutant Ninja Turtles: Mutant Mayhem, which stars Seth Rogen, John Cena, Jackie Chan and many others. In this version of the Turtles tale, the brothers set out to win the hearts of New Yorkers and be accepted as normal teenagers.

Mangini has worked on many animated projects, starting with The Scooby-Doo/Dynomutt Hour in 1976. “I started developing my chops in the genre and eventually was asked to work on what some call the Golden Age of Disney Animation: Beauty and the Beast, Aladdin and The Lion King.”

I spoke to Mangini about Teenage Mutant Ninja Turtles (TMNT), his process on the film and his philosophy about the work.

Let’s talk about Turtles. How did that process begin?
Director Jeff Rowe and I hit it off and had a pretty clear understanding of what we wanted to do — and maybe, more importantly, what we didn’t want to do.

Jeff pitched the story, some early concept art and some very crude animation. This got me excited because stylistically it felt different, almost impressionistic, which I liked. I hadn’t seen that as a visual form in what we might call “young adult entertainment.” (I hesitate to call it a cartoon.) Thus began a conversation about tone and style.

When you’re approaching a project like TMNT, how do you make choices about tone?
It’s always a discussion. I have been around long enough that the director usually wants to hear original ideas, if I have them. I am lucky at this point to be afforded that luxury because not everyone gets that. And sometimes I don’t even get that. As you can imagine, there are directors who have a very clear vision of exactly what they want, and there might not be room for a second opinion. I’m happy to work on those films as well, but they’re not nearly as gratifying.

So it’s almost always a conversation and a collaboration. We talk about metaconcepts and universe-building first. I steer the conversation toward a sonic aesthetic. By the time I am brought on, the director has conceptualized style, tone, color, lens choice, perspective, etc. All of those concepts can be translated into the sound world. They can be adapted and appropriated to create something that fits what you’re going to be seeing.

I like to start the conversation with, “What do we want this movie to feel like?” and we explore “what if” questions extensively. For example, in Teenage Mutant Ninja Turtles: Mutant Mayhem, we create two distinct worlds. There are two hyperdelineated visual styles, one above ground and one below. Below ground is the safe space. Even though it’s the sewers, it’s the space they know.

Conversely, above ground is a dangerous and unknown place that Splinter [the mutant rat] is quite terrified for the baby turtles to experience. We see all this in the early part of the film. So right there, we have created a sonic restriction or a universe/set of boundaries within which we can work.

Once the guidelines are firmly established, we can start to bend the rules a little bit. When April [the Turtles’ human ally] comes into their lives, it’s a ray of sunshine. She is their connection to the human world. With her we can introduce more friendly sounds as part of her universe and as we get to know her better.

For instance, in Reel 1, when we were outside with April, there was still a sense of a threatening city around them. Sirens, jackhammers, oppressive traffic. But as we move forward in the story, the ambiences start to lighten up and become something different. We can appropriate a narrative structure from the film and apply it to sound and find lovely ways to support and reinforce picture.

Another example would be when I worked on Dune. We sat down to talk about the universe and what it’s like aurally. Denis (Villeneuve) started the conversation saying, “I want Dune to sound like and feel like we dropped a documentary film crew on Arrakis, and everything seen and heard is perceived through that prism/microphone.”

That speaks to a very clear approach sonically, which was very simple to interpret — no electronica, no theremins, no electronic sounds, no boops and beeps.

Everything would start life as an acoustic recording, even if it was meant to morph into something entirely new, like an ornithopter or a worm. The sound needs an acoustic basis. So there was our palette.

I feel like you start and move sonic fads.
I feel no currents because of an early lesson I learned. I wanted to imitate my heroes, the Alan Splets and the Ben Burtts — significant artists in our community when I was just starting. This would have been in the late ‘70s/early ‘80s. The mistake I made was trying to imitate them because that only resulted in a pale imitation of them. I wasn’t speaking with my own sonic voice. So I learned to be as true to myself as possible. I assiduously try to avoid following any kind of sonic trends because it’s anathema to what I know. The answer, for me, lies in the film and in the film’s narrative.

Teenage Mutant Ninja TurtlesEvery film is unique, and I know that when I plug into that narrative, I am going to find a novel approach. Novel not just for me, but for that particular film and for the sound community. It’s not because I am trying to be something else with my approach.

I’m not trying to be hyper-realistic or cliché or tropish or cartoony or any one of a number of adjectives. What I am trying to be is “Dune-ish,” “Blade Runner-ish” and “Mad Max-ish.”

By dedicating myself consciously to that approach, I feel as though I always find a great way to express myself sonically. In so doing, as any artist will tell you, you have hits, misses, wins and fails. Dune happened to be a great film, and Theo Green (sound designer/supervising sound editor) and I made it sound “Dune-ish.” That’s why it’s so good! Because it’s so unique! We didn’t try to be anything else.

That’s a hallmark of pioneers, being intensely brave on their way into the unknown.
Great observation because that was the footnote I wanted to add. It does require a great deal of bravery, and I am not saying that to cover myself with blushes. I know that I can’t succeed unless I take risks and fail often. But I fail less often at 67 than I did at 47 or at 27 because I have learned from the failures. If I don’t accelerate the failure process, I won’t get to the successes. I know it’s a trope, but you just can’t get to success without failure.

One of the reasons Dune and Blade Runner are as good as they are is because Denis encourages experimentation and celebrates the failure with you. He will say things like “Mark, I love the sounds, I see where you are going, but it doesn’t work for this, this and this reason.” Which then sharpens my interpretation of his vision. If I hadn’t tried, we couldn’t have gotten there. Denis always gives us the latitude.

Some projects are a battle of wills and ego, which can shroud or completely hide any specific vision.
Especially when you’re dealing with a team. I am lucky to work with singular filmmakers like Joe Dante and Denis Villeneuve and George Miller precisely because of their singular visions, so I don’t get pulled in too many directions simultaneously.

With Teenage Mutant Ninja Turtles: Mutant Mayhem, Jeff Rowe is one of those voices, a director with a beautifully preconceived vision, and he supported and loved my process of experimentation. When I succeeded, I would get so much love.

As artists, we all have imposter syndrome. We all need way more stroking than normal human beings need, and when you get it, it’s just that much more encouragement to further succeed.

That was the experience of working on Turtles. In the first sound design review session with Jeff and Greg [Levitan], a brilliant film editor, I turned down the lights, played the section, turned up the lights… and they applauded. I got applause! You know how good that feels.

My wife laughs at me because when I start a film on day one, I’m staring up a mountain, and I say to her, “How am I ever gonna climb this?” She laughs and says, “Mark, you’ve said that on every film for decades. You’ll be fine.” Then she gives me a little pat on the head.

The other perspective is that I want to do something good and new and different. That is always frightening. But if you dedicate yourself to that, you can’t fail. I’m not advocating for anxiety though!

What should we look out for while watching TMNT from a sound perspective?
One of the early design aesthetics was no “funny” noises. No cartoonish tonalities, which I have a soft spot for. Ultimately, I couldn’t sneak a single note past Jeff. We were clear that we wouldn’t make that kind of movie. We took the Turtles seriously. We took their heroism seriously. We used a stylistic approach that was, in fact, hyper-real.

Teenage Mutant Ninja TurtlesEverything you hear is a real sound, maybe exaggerated, maybe pumped up a bit with extra layers of sweeteners, maybe a little goosing in the mix to make things feel bigger than they already are. But we never went to the cartoon well. Not to say that I wouldn’t sneak it in just for a laugh during reviews. Listen for things that aren’t there — mirthful sounds, comedic tones. That’s a design choice.

We wanted to make a lot out of the movement; the action; the somersaults and flips and whooshes; the kung fu-style, slo-mo speederamp shots. We spent a lot of time recording new whooshes and swooshes that were very “turtley.” No libraries were relied upon for sourcing those.

I also voiced a character, which I periodically do. They talked early on about this character called Scumbug. I ended up doing the voice for it. I’m also Commander Bashar in Dune and a goofy guy in the crowd in Mad Max. I made Scumbug hilarious and gobbly, kind of like that gobble trombone sound from ‘70s/’80s cartoons.

Are there any movies you watched in the last few decades and thought, “I wish I’d done that one?”
No. The movies that I love, to me, are perfect the way they are. Anything Gary Rydstrom has done, for instance, just knocks me out. It’s akin to the feeling I get after magnificent concerts. When I go to a fantastic concert, like Jeff Beck (RIP) or Tommy Emmanuel, I come home and just want to smash my guitars. I wanna quit; I have a great deal of jealousy. Similarly, I know if I had done a given film instead of the original team, it never would have had the same impact or been as fundamentally right.

Teenage Mutant Ninja TurtlesWhen I see my own movies, I think, ”Oh, if I had only done X.” I am supercritical of my own movies. I wish I could go back to my own works and improve them. I don’t have a single film in my repertoire where I wouldn’t change something upon reflection.

In sound, we kind of get the dregs. There’s never enough time to do bespoke recording, never enough sound design work or enough editing time to do a polish — there’s always something that’s nagging you.

The satisfaction I have in my process is this: I have enough years under my belt to know that the process works. I know that applying myself, even when it turns out to be a mistake, will lead me to the ultimate answer — because I’ve found most answers to my most creative challenges in 47 years. So I will start with a new idea then go back to an old idea with new modifications. I know that process will lead me to success eventually. Whereas early in my career, I looked at that blank page and thought, “I will never get there.” Then you get a form of writer’s block, which feeds on itself through inertia and anxiety, and all of a sudden you have blown a day or a week, and you haven’t accomplished anything. You have to sit down and apply yourself.

Nerd time… any thoughts on any of the new AI plugs?
I have had great experiences with the new AI-based noise reduction tools. Waves Clarity is great. iZotope is tremendous, as is Hush. And then the AI-based voice iteration tools — the services that provide AI voice-generation — can be very good! If you can feed these tools a broad enough range of learning material, they’re superb.

The caveat is legality/morality. I don’t want to be the one who recommends something that’s going to put an actor or voice actor out of work. On Turtles we had a strike conundrum. We needed ADR for a temp mix, and we needed a voice-over that would actually change the plot for test screenings. We could have used those AI tools, but we opted not to go there in support of the actors. We’ve got to be sisters and brothers and honor each other.


Luke Harper has been an audio engineer and instructor of 25 years. He lives Minneapolis, where he owns an Atmos mix facility called DeCoded Audio.

Dean Metherell

Sound Designer/Mixer Dean Metherell Joins Sonic Union

Sonic Union has added sound designer/mixer Dean Metherell to its team. Most recently an audio engineer with TA2 Sound + Music in Toronto, Metherell will be calling New York City his new home base.

Born in Canada but raised in Southern California, Metherell decided at the age of 17 that he had had enough of the good weather in SoCal and returned to his frigid hometown of Toronto. After studying audio engineering both in Toronto and Glasgow, he spent a decade working at some of the top audio post facilities in Canada, engineering on hundreds of ad campaigns, audiobooks, podcasts and TV series.

For Metherell’s first project with Sonic Union, he was tapped to mix the viral “Arnold Intelligence” campaign out of Orchard Creative.

Metherell is very passionate about how music and sound can help elevate storytelling, and he is always looking for an opportunity to curate and edit music in his work. In his free time, Metherell has been involved in community radio, formerly helping run Toronto Radio Project, which was named North America’s best online radio station by Mixcloud. Metherell is also a collage artist whose work has been featured in galleries, print media, album artwork and more, and he is excited to merge these creative realms in New York City.

“Dean is a wonderful combination of being confident in his skills and humble about the work,” says Sonic Union partner Michael Marinelli. “He has experience in everything we do, from podcasts to broadcast, and his sound design chops are stellar. And although he’s just joined us, he’s immensely likable and easygoing, so it feels like he’s been here forever.”

“I was introduced to Sonic Union through TA2 Sound + Music in Toronto, when Mike and I did some patch sessions, and we immediately developed a rapport,” Metherell explains. “When the opportunity came up to move to New York, I was happy to reconnect and meet even more of the team. Among the things that make Sonic Union stand out are the diversity of work and the strong spirit of collaboration and idea exchange that is supported and encouraged.”

 

Sound Lounge: Two Mixers, a Sound Designer and 25 Years

Marshall Grupp

By Marshall Grupp

I can vividly recall the day I visited Tom Jucarone’s studio at East Side Film and Video as if it were yesterday, asking him if he’d be up for creating a unique audio post space unlike any we had seen before. Once he agreed, Peter Holcomb joined the team, and, as the saying goes, the rest is history.

Sound Lounge was born with a clear vision – to establish studios that offered a welcoming ambiance with lots of natural light, high ceilings and top-notch technology. Our belief was simple: We wanted our clients to feel at home while we helped them showcase their stories in the best way possible.

Our paths to this venture were unique. Tom and Peter had years of collaboration on top-tier advertising projects and Super Bowl spots, whereas my journey into 30- and 60-second commercials started after being a sound editor for feature films and TV shows. Our paths serendipitously intersected during a project for a Coke campaign, marking the inception of our collaboration.

From the outset, my partners and I made a point of recognizing and nurturing talent, a key factor in our lasting success. Numerous artists who took their first steps in the industry at Sound Lounge have gone on to become some of the most successful audio mixers in New York City. Reflecting on my 40-plus years in this industry, I have always believed in the importance of versatility as an audio engineer. For example, Pete Crimi, one of our mixers, has demonstrated this by contributing to both Super Bowl commercials and the HBO series How To With John Wilson.

What Sound Lounge looked like in the late ’90s.

Throughout our 25-year journey, I have often reflected on how we evolved from simply mixing commercials to providing extensive audio production services for television series like The Bear and The Crowded Room, as well as movies such as The Place Beyond the Pines, RBG and Theater Camp. It was always my belief that Sound Lounge was meant to handle all things related to sound.

I was determined not to limit us to being seen as solely a facility for commercials.  Over the years, we started new divisions and added services to our portfolio. In 2002, we introduced radio production and a casting division, assisting clients in voice-over talent selection. Drawing from my experience in long-format content, we took another significant step in 2005 by constructing a Dolby-certified theater. Seeking to extend our reach beyond New York City, we created the technology used to establish Sound Lounge Everywhere, a remote studio located in Boston. This technology allowed us to swiftly adapt when the country faced a sudden shutdown on March 13, 2020. Our expertise in remote services enabled us to resume operations almost immediately, which is a testament to our long-standing leadership and adaptability in the field.

Sound Lounge throw-back photo

In our line of work, it’s undeniably a “relationship” business. While possessing the creative and technical chops is crucial for handling the caliber of projects we undertake, it is equally important to recognize that we are entrusted with the creative visions of art directors, copywriters, film editors, directors and showrunners. These individuals invest months of effort into crafting their work, and we embrace opportunities to create and collaborate with them.

At the onset of my career, I wasn’t particularly inclined toward the technical aspects of audio post. My career goes back to the days of Steenbecks, Moviolas, film splicers and 35 mag dub machines. Remember the days of videocassettes and DATs? Fortunately, Sound Lounge had Tom Jucarone at the helm. In addition to being an incredible audio engineer, he is always exploring and staying current with the latest technologies in the audio post world. From the very beginning, we focused on constructing a facility and have consistently invested in upgrades to maintain our position as an industry leader.

Present day

But our journey has not been without its trials, having weathered the real storms of 9/11, the 2008 recession, the impact of Hurricane Sandy, an unexpected steam pipe explosion on 5th Avenue and the multitude of challenges posed by the COVID-19 pandemic.

Finally, a few lessons learned: Employees first! Listen, learn and foster a culture that values your team. Success breeds from the inside out. Take chances! Not every new division or collaboration will be successful, but the majority of the time, the benefits outweigh the risks. You can teach an old dog new tricks.

It has been an incredible journey, and we are eager to embrace what lies ahead. Our primary focus moving forward is to safeguard the legacy we built, ensuring that, in another 25 years and beyond, Sound Lounge will still be serving our industry.


Marshall Grupp has been in audio post production for 45 years, winning many awards for his sound design work in films, television shows and commercials. He is managing partner and COO of Sound Lounge in NYC.

The Sound of Spider-Man: Across The Spider-Verse

From Sony Pictures Animation, Spider-Man: Across the Spider-Verse is the sequel to Spider-Man: Into the Spider-Verse, the 2018 Oscar winner for Best Animated Film. Directed by Joaquim Dos Santos, Kemp Powers and Justin K. Thompson, the film finds Miles Morales, Brooklyn’s friendly neighborhood Spider-Man, catapulted across the Multiverse, where he encounters the Spider Society, a team of Spider-People charged with protecting the Multiverse’s very existence.

Geoffrey Rubay

Spider-Man: Across the Spider-Verse — now available on digital, 4K UHD and Blu-Ray — also marked a reunion for two key members of its post sound team with supervising sound editor Geoffrey G. Rubay and re-recording mixer Michael Semanick reprising their roles from the earlier film.

Rubay, who won an MPSE Golden Reel Award for Spider-Man: Into the Spider-Verse, says that it was exciting to reunite with producers Phil Lord and Christopher Miller for another Spider-Man adventure, but also daunting. He notes that everything about the new film was bigger and bolderwhich meant that the sound team also had to up its game and deliver a soundtrack that not only lived up to the previous work but was even better. “Phil and Chris have high expectations,” he says. “They are interested in every detail of their films and were involved in the sound from the first spotting sessions through the final mix. They never stopped pushing us to improve things, make it better. They cut no corners.”

Michael Semanick

Sound is a big part of the movie and the supersized story. It plays a crucial role in distinguishing the film’s dizzying array of environments, which include a dozen alternate universes and their individual variants of New York City. Rubay and his sound editors built intricate soundscapes representing the city both as it was in 1965 (for Gwen’s Earth-65) and as they imagined it would be in 2099 (as the headquarters for Spider Society). They also dreamed up signature sounds for Mumbattan (a New York/Mumbai mashup), a crime-plagued city with no Spider-Man and a version of the city made up entirely of Legos.

While it sounds fanciful, Rubay notes that each sonic environment is meticulously crafted to be distinct and instantly recognizable and rooted in real-world sounds. “You have to start with authenticity,” he explains. “I’m old school that way. No matter how high-tech or fantastic it appears there must be something real underneath. Even when the sound is subliminal, it helps the audience suspend disbelief and accept that what they are seeing, no matter how fantastic, makes sense.”

Among the ways in which the sound team enhanced realism was through background voices and Foley sound effects. The sound team used Groups groups of actors, including native speakers of more than a dozen languages, were used to capture the unique ambience of New York City… past, present, future and imaginary. “Our group for the India sequence included speakers of Hindi and Marahi,” Rubay recalls. “But even there, we made it cosmopolitan,. So so, you hear bits of Brooklynese, Spanglish and Puerto Rican Spanish.”

Similarly, Foley artists helped to make animated characters appear more real by applying a human touch. Rubay cites Foley effects supporting “Spot,” the film’s ephemeral super villain. “We had one team doing his body and another doing his feet,” he recalls. “The former gave his body movement a cooler sound, while the latter nailed his unique walk. It was a texture to the sound that glued onto the picture better and seemed to be coming from the screen. Wet but not wet. A bit like what you would imagine 300 pounds of silly puddy would sound like moving around. In reality, likely nothing but that is what we imagined he might sound like. We also recorded Foley on three different stages to give the effects more of the texture and variety you hear in real life.”

For Foley, the team says Pueblo microphone preamps figured prominently, and they called on Neuman and Sennheiser microphones. Additional gear used on the project included Avid Pro Tools, Exponential Audio Reverbs, Relab LX480 and Tasty Chips Electronics GR-1.

Rubay says his team had the most fun in inventing the sounds of Spider-Verse technology. He is especially proud of the sound treatment they came up with for the Go Home Machine, a device that uses multicolored laser beams to scan characters’ DNA and send them back to their own universe. “The sounds of various universes coming from it are an homage to old sci-fi films,” he explains. “We wanted each universe to sound different, with its own underlying technology.”

The film is packed with action scenes, but it also has many quiet moments, especially when the focus is on the personal stories of Miles and Gwen. Semanick, who, along with re-recording mixer Juan Peralta, worked with re-recording mixer Juan Peralta to completed the final mix in the Kim Novak Theater Mix Stage at Sony Pictures in Culver City, says that much of their work focused on sculpting the story’s highs and lows. “It’s a very dynamic mix,” he says. “It gets loud and powerful, but it also becomes very quiet. One of my favorite scenes is where Gwen is having a tense exchange with her father, and he hugs her. The sound grows very sparse in order to draw people in and let them share her emotion.”

Those personal moments, even more than the action scenes, form the crux of the story. Semanick credits Peralta and his restrained application of sound effects for amplifying the complex connections between the film’s characters. “Juan did a fantastic job,” he says. “He has a great sense of story. He knows what the people need to hear — and what they don’t.”

Semanick adds that the film’s emotional range is further elevated by its music, which includes a mix of original score cues by composer Daniel Pemberton and original songs from prolific hip-hop producer Metro Boomin. “There are so many scenes where the music complements the visuals in ways that are surprising… and perfect,” he says. “For example, when Miles and Gwen are swinging through the city, the song “Mona Lisa” comes in in a way that’s really fun.

“Then there is the clock tower scene where the two of them are talking,” he adds. “As the camera spins around them, Juan sends the background effects spinning until they end up upside down. I did the same with the music. Daniel had written a little stinger there and I swept it about the room through the overhead speakers. It works so well with the visuals and supports the change the characters are experiencing. It’s a wonderful scene.”

Semanick adds that ultimate credit goes to Lord and Miller for keeping the sound team focused. “Whether it’s an action scene or a quiet, emotional moment, they’d ask us the same question: ‘How can we involve the audience?’” he relates. “They are committed to earning the audience’s attention rather than taking for granted that they have viewers’ trust and emotional engagement. It’s why they’re great filmmakers and why this film is so special.”

 

 

Acon’s Acoustica 7.5: Speech Recognition, New Processing Tools

Acon Digital has released version 7.5 of it audio editor Acoustica for Windows and Mac. Acoustica is available in a Premium Edition and a lower-cost Standard Edition. Version 7.5 adds automatic speech recognition, new processing tools and usability enhancements. The update is free for existing Acoustica 7 users.

The automatic speech recognition lets users add captions automatically. Captions can be exported in a variety of formats. The new Edit History pane keeps track of all the changes made in the clip editor. It is now easier to go back to earlier editing states, check processor settings or revert selections. The Premium Edition even exports complete audit trails as HTML documents.

The new Transients feature simplifies audio editing by allowing users to quickly navigate to transient points, streamlining the editing process. This feature not only saves time but also ensures a more accurate editing experience. Another long-requested new feature is freehand editing of waveforms.

When it comes to audio processing, Acon Digital has added a new tool called DeEss:Dialogue. De-essing is an audio processing method of reducing or eliminating excessive sibilance — such as harsh “s” and “sh” sounds — in vocal recordings. There is also a Tame control to reduce resonant frequencies in the sibilant sounds. The Remix tool has been updated to use the same algorithms as the recently released Remix plugin and can now be used in Processing Chains and the Batch Editor. The built-in Extract:Dialogue tool was upgraded to version 1.5.

System requirements for Windows 10 or 11 are: Intel Core i5 or AMD multi-core processor, 1366×768 display resolution (1920×1080 or higher recommended), 4GB RAM and 10GB free HD space.

MacOS requirements are: macOS/OS X 10.13 or later; 4GB RAM and 10GB free HD space.

Acoustica 7.5 is available in a Premium Edition ($199.90) for advanced users and a feature-limited Standard Edition ($59.90) for beginners. The upgrade is free for Acoustica 7 users, and owners of Acoustica versions 5 and 6 are entitled to reduced upgrade prices.

 

Joe Earle

Mixer Joe Earle to Receive CAS 2024 Career Achievement Award

The Cinema Audio Society (CAS) will honor award-winning sound mixer Joe Earle, CAS, with its 2024 Career Achievement Award. He will receive the award during the 60th Annual CAS Awards on March 2, 2024.

“The Career Achievement Award is the Society’s highest honor,” says CAS president Peter Kurland. “Joe Earle’s skill, collaboration and profound contributions to the art of sound in the entertainment industry make him a very fitting recipient of this prestigious award.”

Earle boasts an impressive list of nearly 40 award nominations and wins, including CAS Awards, Primetime Emmys, MPSE Golden Reels and other industry accolades. His illustrious career features an array of top-tier projects with intricate sound demands, including the Ryan Murphy series American Horror Story, American Crime Story, Pose, The Politician and Glee; the HBO series Six Feet Under, Monk, Insecure, Dexter and Roots. His films credits include Monster’s Ball, Boycott and City by the Sea.

Earle was accepted to three of the most prestigious film schools in the country: Columbia, New York University and University of Southern California (USC). He chose USC, recognizing that his future lay in Hollywood. After graduating from USC film school, he secured various production roles, from PA to greensman and many more, while learning about post production along the way. He became adept at cutting and working with the key tools, and he took on a role in a facility cutting countless trailers, teasers and low-budget horror films.

While still focused on cutting sound, he transitioned from running Scott Sound to working at Todd-AO and Glen Glenn Sound, where he led a diverse sound editorial department for over a decade. While at Todd-AO, Chris Jenkins offered him a shot at mixing. In 2001, Earle left Todd-AO for a spot with Technicolor Creative Services. Eventually the company offered him his own stage, and he remained there until Technicolor Sound was acquired by Formosa Group, where he continues to work.

Throughout his career, Earle has nurtured and guided numerous sound peers, many of whom have evolved into leading artists in the industry today. He currently serves as a governor of the Sound Peer Group at the Academy of Television Arts & Sciences.

“I am humbled to be honored by my CAS colleagues,” says Earle. “Each year at the CAS Awards, I’m moved to be part of this incredible group, so many whose work I admire. Being honored by these collaborators and friends is simply amazing. My sincere gratitude to the CAS for this remarkable honor.”

Photo credit: Alex Berliner/ABI

New Hush Pro AI-Powered Plugin for Ambient Noise Removal

The newly introduced Hush Pro audio plugin removes ambient noise and room reflections from recorded speech. Powered by machine learning and optimized for Apple Silicon, Hush Pro cleans up dialogue quickly and transparently — with minimal artifacts.

The plugin is designed from the ground up for audio post, integrating seamlessly with Pro Tools. It includes two separate modes — or sub-plugins — that use the same engine under the hood but support different workflows. Hush Mix allows users to rebalance dialogue, noise and reverb with a mixer-style UI, where they can preview the results in real time. Hush Split renders all three elements as separate clips for more fine-grained, nondestructive edits.

Hush Pro offers even cleaner audio than the stand-alone Hush app, especially on outdoor ambience and highly reflective rooms. Under the hood, the plugin uses a new, more powerful AI model, taking advantage of the faster GPU on M series Pro, Max and Ultra chips. The model will continue to evolve, with future updates — including improved support for singing and other vocals — coming later this fall.

After three months of beta testing, Hush Pro is already being used to repair dialogue for film, television, podcasts, and more.

“I’m using Hush on a feature film right now,” says dialogue editor Jason Freeman, whose credits include John Wick: Chapter 4 and Spider-Man: Across the Spider-Verse. “It saved us from having to ADR an entire scene with the lead actor.”

Hush Pro is available now for $249 at hushaudioapp.com along with a 21-day, full-featured free trial. Users who purchased the original Hush app can upgrade for $179.

HPA Awards

HPA Award Nominees Announced

The Hollywood Professional Association (HPA) Awards Committee has announced nominees for the 2023 HPA Award creative categories. The HPA Awards celebrate outstanding achievement and artistic excellence by both individuals and teams.

Established in 2006, the HPA Awards honor outstanding contributions in color grading, editing, sound, and visual effects across episodics, commercials and feature films. This year, the committee is also pleased to introduce new award categories recognizing exceptional work in restoration, a transition from a juried honor last year, and dedicated categories for work on animated projects.

The awards gala is set for November 9 at the Hollywood Legion Theater in Hollywood. Tickets for the event are now available at hpaonline.com.

The 2023 HPA Award Creative Category nominees are:

Outstanding Color Grading – Live Action Theatrical Feature

“Barbie”

Yvan Lucas // Company 3

 

“The Fabelmans”

Michael Hatzer // Picture Shop

 

“Asteroid City”

Gareth Spensley // Company 3

 

“Oppenheimer”

Kostas Theodosiou, Kristen Zimmerman // FotoKem

 

“Tár”

Tim Masick // Company 3

 

 

Outstanding Color Grading – Animated Theatrical Feature

 

“Elemental”

Susan Brunig // Pixar Animation Studios

 

“The Super Mario Bros. Movie”

Jason Hanel // Company 3

 

“Spider-Man: Across the Spider-Verse”

Natasha Leonnet // Picture Shop

 

“Teenage Mutant Ninja Turtles: Mutant Mayhem”

Mitch Paulson // Company 3

 

Outstanding Color Grading – Live Action Episode or Non-Theatrical Feature

“Swarm – Stung”

Alastor Pan Arnold // Keep Me Posted

 

“Winning Time: The Rise of the Lakers Dynasty – The New World”

Walter Volpatto // Company 3

 

“American Gigolo – Pilot”

Shane Harris // Picture Shop

 

“Great Expectations – Episode 2”

Toby Tomkins // Harbor

 

“Wednesday – Wednesday’s Child Is Full of Woe”

Siggy Ferstl// Company 3

 

 

Outstanding Color Grading – Documentary

“Descendant”

Sam Daley // Light Iron

 

“Bono & The Edge: A Sort of Homecoming with Dave Letterman”

Taylor Black // Apache

 

“Still: A Michael J. Fox Movie”

Stefan Sonnenfeld, Adam Nazarenko // Company 3

 

“Chimp Empire – Paradise”

Blair Wallace // Evolutions Post Production

 

“Shaq – From Shaquille to Shaq”

Taylor Black // Apache

 

 

Outstanding Color Grading – Commercial

Zara – “Man SS23 Studio Collection”

Tim Masick // Company 3

 

Levi’s – “One Fair Exchange in the Greatest Story Ever Worn”

Sofie Borup // Company 3

 

Expedia – “Wisdom & Obi”

Mark Gethin // Trafik

 

Duracell x Williams Racing – “Scream”

Tyler Roth // Company 3

 

Belvedere – “Daniel Craig”

Matthieu Toullet // Company 3

 

 

Outstanding Editing – Theatrical Feature

 

“Barbie”

Nick Houy, ACE

 

“Mission: Impossible – Dead Reckoning Part One”

Eddie Hamilton, ACE

 

“Oppenheimer”

Jennifer Lame, ACE

 

“Spider-Man: Across the Spider-Verse”

Michael Andrews, ACE

 

“Tár”

Monika Willi

 

 

Outstanding Editing – Episode or Non-Theatrical Feature (30 Minutes and Under)

Sponsored by Blackmagic Design

 

“The Righteous Gemstones – Burn for Burn, Wound for Wound, Stripe for Stripe”

Justin Bourret, ACE

 

“Barry – it takes a psycho”

Franky Guttman, ACE

 

“What We Do in the Shadows – Local News”

A.J. Dickerson, ACE, Thomas Calderón

 

“Barry – a nice meal”

Ali Greer

 

“How To With John Wilson – How To Watch Birds”

Cori Wapnowska

 

 

Outstanding Editing – Episode or Non-Theatrical Feature (Over 30 Minutes)

 

“The Last of Us – Endure and Survive”

Timothy A. Good, ACE, Emily Mendez

 

“White House Plumbers – The Beverly Hills Burglary”

Erick Fefferman, Roger Nygard

 

“Succession – With Open Eyes”

Ken Eluto, ACE

 

“The White Lotus – Arrivederci”

John M. Valerio, ACE

 

“White House Plumbers – True Believers”

Grady Cooper, Jon Merchen

 

Outstanding Editing – Documentary

 

“100 Foot Wave – Lost at Sea”

Alex Keipper, Alex Bayer

 

“A Tree of Life: The Pittsburgh Synagogue Shooting”

Eric Schuman

 

“Being Mary Tyler Moore”

Mariah Rehmet

 

“Branson – Episode 2, Atlantic”

Paul Trewartha

 

“Moonage Daydream”

Brett Morgen

 

Outstanding Sound – Theatrical Feature 

 

“Barbie”

Ai-Ling Lee, Kevin O’Connell, Dan Kenyon // Warner Bros. Post Production Services

 

“Guillermo del Toro’s Pinocchio”

Scott Gershin, Chris Richardson, Masanobu ‘Tomi’ Tomita, Andrew Vernon, Dan Gamache // Sound Lab a Keywords Studio

 

“Creed III”

Aaron Glascock, Tom Ozanich, Walter Spencer, Curt Schulkey // Warner Bros. Post Production Services

 

“John Wick: Chapter 4”

Mark Stoeckinger, Andy Koyama, Casey Genton, Alan Rankin, Manfred Banach // Formosa Group

 

“Puss in Boots: The Last Wish”

Jason W. Jennings, Julian Slater, Greg P. Russell, Paul Pirola, Ken McGill, Mia Stewart // Warner Bros. Post Production Services

 

Outstanding Sound – Episode or Non-Theatrical Feature

 

“Star Trek: Picard – The Last Generation”

Matthew E. Taylor, Michael Schapiro, Todd Grace, Ed Carr III, Ian Shedd // Warner Bros. Post Production Services

 

“The Last of Us – Infected”

Michael Benavente, Marc Fishman, Kevin Roache, Chris Terhune, Chris Battaglia // Formosa Group

 

“Barry – it takes a psycho”

Sean Heissinger, Matthew E. Taylor, John Creed, Rickley Dumm // Warner Bros. Post Production Services

Elmo Ponsdomenech, Teddy Salas // Sony Pictures Entertainment

 

“Wednesday – A Murder of Woes”

Mike Baskerville, Jamie Sulek, John Loranger, Alastair Gray, Dan Sexton // Company 3

 

“Star Trek: Strange New Worlds – Hegemony”

Matthew E. Taylor, Michael Schapiro, Todd Grace, Ed Carr III, Sean Heissinger // Warner Bros. Post Production Services

 

Outstanding Sound – Documentary

 

“32 Sounds”

Mark Mangini, Robert Kellough, Eliza Paley, Joanna Fang, Blake Collins // Formosa Group

 

“A Tree of Life: The Pittsburgh Synagogue Shooting”

Daniel Timmons // Harbor Sound

 

“Good Night Oppy”

Mark Mangini, Dave Whitehead, Tim Walston, Dave Bach, Angela Claverie // Formosa Group

 

“If These Walls Could Sing”

George Foulgham, Philip Moroz, Alex Gibson, Tom Verstappen, Miles Sullivan // George Foulgham Soundscapes Ltd.

 

“Moonage Daydream”

Nina Hartstone, David Giammarco, John Warhurst, Paul Massey // Public Road Productions

 

Outstanding Visual Effects – Live Action Feature

 

“Avatar: The Way of Water”

Chris Edgen, Nick Epstein, Wayne Stables, Pavani Rao Boddapati, Sergei Nevshupov // Wētā FX

 

“Guillermo del Toro’s Pinocchio”

Aaron Weintraub, Jeffrey Schaper, Cameron Carson, Emma Gorbey, Warren Lawtey // MPC

 

“Guardians of the Galaxy Vol. 3”

Guy Williams, Daniel Macarin, Mike Cozens, Mark Smith, Marvyn Young // Wētā FX

 

“Avatar: The Way of Water”

David Vickery, Lee Briggs, Jan Maroske, Steve Ellis, Miguel Perez-Senent // Industrial Light & Magic

 

“Transformers: Rise of the Beasts”
Matt Aitken, Mike Perry, Aaron Cowan, Kevin Estey, Jong Jin Choi // Wētā FX

 

Outstanding Visual Effects – Live Action Episode or Series Season

 

“Andor – Season One”
Mohen Leo, Scott Pritchard // Industrial Light & Magic

TJ Falls // Lucasfilm

Joseph Kasparian // Hybride

Jelmer Boskma // Scanline

 

“House of the Dragon – The Heirs of the Dragon”

Angus Bickerton, Nikea Ford, Mike Bell // MPC
Sven Martin, Mark Spindler // Pixomondo

 

“The Last of Us – Season One”
Simon Jung, Aaron Cowan, David Hampton, Dennis Yoo, Ben Roberts // Wētā FX

 

“The Lord of the Rings: The Rings of Power – Season One”

Ron Ames, Jason Smith, Jesse Kobayashi, Ryan Tudhope, Sam Scott // Amazon Studios

“The Mandalorian – Season Three”
Grady Cofer, Abbigail Keller, Paul Kavanagh, Delio Tramontozzi // Industrial Light & Magic

Bobo Skipper // Important Looking Pirates

 

Outstanding Supporting Visual Effects – Episode or Series Season

 

“Barry – Season Four”
Molly Pabian, Andrew Kalicki, Laura Hill, David Lopez, Justin Ball // Crafty Apes

 

“Citadel – Secrets in Night Need Early Rains”
Aladino Debert, Greg Teegarden, James Reid, Matthew Rotman, Viv Jim // Digital Domain

 

“Interview with the Vampire – Is My Very Nature That of a Devil”

Ted Rae, Tavis Larkham, Matthew Harris, Hugo Leveille, J.V. Pike // FuseFX

 

“The Night Agent – Season One”

Grant Miller, Hallana Barbosa, Pierceon Bellemare, Mariia Osanova, Ben Stommes // Ingenuity Studios

 

“The Righteous Gemstones – Season Three”

Bruce Branit, Valeri Pfahning // Rough House

Fred Ruff // Refuge VFX

Ed Bruce // Screen Scene Studios

David Lebensfeld // Ingenuity Studios

 

Outstanding Achievement in Restoration

 

“Casablanca”

1942

Warner Bros.

 

“Cinderella”

1959

Disney

 

“Cimarron”

1931

Warner Bros.

 

“The Godfather”

1972

Paramount Pictures

 

“Winds of Chance”

1925

First National Pictures and Christopher Gray Post Production

 

As previously announced, winners of the Engineering Excellence Award include Adobe for Adobe Premiere Pro Text-Based Editing, Flanders Scientific for XMP550, and Kino Flo for Mimik 120, with StypeLandXR receiving an Honorable Mention.

 

Audio Post Studio Mr. Bronx Makes Move in NYC

Audio post studio Mr. Bronx has opened a 12,500-square-foot facility in the heart of the Flatiron district of NYC. The combined studio and office space pairs advanced audio rooms and technologies with custom-built accommodations. The company moved from its Soho location and is providing audio post services to the advertising, production and entertainment industries.

Led by founder and mixer David Wolfe and EP Hanna Choi, Mr. Bronx and its new studio rooms have already been home to work on high-profile campaigns for Adidas, Coca-Cola, American Express, LG, Sephora, Kia and the ACLU. The studio has also worked on Supercell games such as Clash of Clans and Brawl Stars and the trailer for Hayao Miyazaki’s The Boy and the Heron, which opens in the US this December.

In addition, senior mixer/sound designers Eric Hoffman and Geoff Strasser have created the soundscapes for an experiential motion ride and two documentary films: Lakota Nation vs. United States, which was released by IFC Films, and Boil Alert, which premiered at the Toronto International Film Festival.

Other TV and film credits include Beyonce’s Black Is King, Homecoming, and Lemonade; HBO’s Random Acts of Flyness and 2 Dope Queens; Hulu’s Ramy; and FX’s Welcome to Wrexham.

Mr. Bronx’s audio bays feature two 7.1.4 Dolby Atmos control rooms with isolation booths and a third room configured for 5.1 surround. Studio A includes a 160-inch projection screen and projector, while all three rooms connect to the 145-square-foot ADR stage via Dante audio networking and live webcam feeds. The audio engineers use OBS to screencast visuals from multiple sources in a custom layout, meaning clients on Zoom can view screen shares of picture references alongside webcam feeds of the control room and talent booths all at once.

The room configurations allow clients to quickly plug in audio from their laptops to the speaker system, while wired and wireless talkback remotes and mics are at all three listening positions of the main control rooms. Beyond the studio rooms, there are multiple coworking spaces where clients can have private or group office time.

“We are proud to have built our space from the ground up, tailored specifically to accommodate our multi-faceted work and diverse clientele,” says Choi. “As our industry adopted hybrid workflows, we recognized the need to design our space to facilitate seamless collaborations for any kind of team configuration. Our commitment to providing a dynamic and adaptable environment reflects our dedication to supporting the evolving needs of our clients and enabling them to bring their creative visions to life with unmatched ease and efficiency.”

As a part of Alanda Ltd, Mr. Bronx’s sister companies include Bandit Editorial, Butter Music and Sound, Honor Society and Scout Design and Animation.

 

Emmys: The Lord of the Rings: The Rings of Power Sound Editor

Damian Del Borrello, MPSE, is a New Zealand-based sound designer with more than 15 years of experience crafting soundscapes for TV and film. Most recently, he served as the supervising sound editor of Amazon Studios’ The Lord of the Rings: The Rings of Power, a prequel to the Lord of the Rings and Hobbit film franchises.

Del Borrello received his first Emmy nomination for sound editing on the episode, “Udûn.” We reached out to him to find out more.

Damian Del Borrello

What direction were you given for the soundtrack of the series?
The word that kept coming up in conversation was “cinematic.” The producers really wanted us to treat Rings of Power like a series of feature films, rather than a TV show. There was a real desire by the showrunners to bring something new to Tolkien’s Middle Earth, which was very exciting but also quite daunting. The original films were touchstone moments in cinema and redefined what fantasy sounded like on the big screen. Personally, I had been working in Wellington with some of the sound editors who worked on those original films, so the sense of responsibility was immense.

How would you describe the show’s sound?
The original LOTR films are often described as “fantasy documentary style” sound, which I think means “realistic.” Even though there are fantastical creatures and worlds, the level of detail is very high, and the quality of the sounds themselves is organic. We didn’t use synthetic sources for things like magic and creatures, almost everything came from real word recordings. The result was an organic sounding, yet highly detailed track.

The sound team

Can you describe your workflow on the series?
Robby [Robert Stambler, MPSE, co-supervising sound editor] and I were brought on at the start of principal photography and began building our libraries straight away. Picture editorial were cutting as soon as the first rushes came from location. For the first year or so, we would receive sequence cuts from editorial, which we would then flesh out and export stems for the editors to lay into the timeline – this meant they could work with high quality sounds as the cuts continued to evolve.

As we moved into the second year, full episodes started taking shape, and we would then assemble our sequence sessions into master sessions – each episode was split into four reels.

The last six months of the schedule had us mixing in Auckland New Zealand, which involved Lindsey Alvarez and Beau Borders, who both did an amazing job.

Any particular scene stand out as challenging and if so, why?
One of my favorite scenes is the orc battle in episode 6 ‘Udun’. The way in which music, sound effects and dialogue all weave in through the chaotic action is so satisfying. We never miss an emotional beat, sword slash, or pained scream – the clarity in the sonic storytelling is just awesome!

How closely did you work with the re-recording mixers on this one? How did that relationship work?
I was constantly on and off the mix stage, reviewing one episode with the sound team, reviewing another episode remotely with the showrunners and prepping new episodes to start on the stage at a later time. Supervisor/re-recording mixer collaboration is crucial in achieving a great soundtrack and also in having fun while at work — my relationship with Lindsey and Beau was fantastic; we all became close friends and would spend most weekends hanging out as well!

What tools did you call on for this show?
All sound editorial, both effects and dialogue, was done in Pro Tools. With the constantly evolving cut, it was important for us to be able to update our editing and premixing within a single session so all the details could be carried forward to the mix.

A key workflow tool was Matchbox by Cargo Cult. The ability to compare two AAFs/QuickTime video files/audio guide tracks and accurately find matches/differences meant everything. Our first assistant sound editor, Andrew Moore, was the co-developer of Matchbox. His ability to build detailed change notes and reconform files was amazing and kept us all on track when updates across multiple episodes came up.

Why do you think this particular episode was worthy of a nomination?
One word – “scale.” In my opinion, this is one of the most cinematic episodes on a streaming platform to date. The sheer volume of work to create the sounds for all the action, VFX and environmental components in the episode is monumental. Then, to have quiet, subjective moments as well as crystal-clear action sequences with massive amounts of spectacle and impact, makes this episode particularly special.