Tag Archives: Mark Mangini

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.

Mark Mangini keynotes The Art of Sound 
Design at Sony Studios

Panels focus on specifics of music, effects and dialog sound design, and immersive soundtracks

By Mel Lambert

Defining a sound designer as somebody “who uses sound to tell stories,” Mark Mangini, MPSE, was adamant that “sound editors and re-recording mixers should be authors of a film’s content, and take creative risks. Art doesn’t get made without risk.”

A sound designer/re-recording mixer at Hollywood’s Formosa Group Features, Mangini outlined his sound design philosophy during a keynote speech at the recent The Art of Sound Design: Music, Effects and Dialog in an Immersive World conference, which took place at Sony Pictures Studios in Culver City.

Mangini is recipient of three Academy Award nominations for The Fifth Element (1997), Aladdin (1992) and Star Trek IV: The Voyage Home (1986).

Acknowledging that an immersive soundtrack should fully engage the audience, Mangini outlined two ways to achieve that goal. “Physically, we can place sound around an audience, but we also need to engage them emotionally with the narrative, using sound to tell the story,” he explained to the 500-member audience. “We all need to better understand the role that sound plays in the filmmaking process. For me, sound design is storytelling — that may sound obvious, but it’s worth reminding ourselves on a regular basis.”

While an understanding of the tools available to a sound designer is important, Mangini readily concedes, “Too much emphasis on technology keeps us out of the conversation; we are just seen as technicians. Sadly, we are all too often referred to as ‘The Sound Guy.’ How much better would it be for us if the director asked to speak with the ‘Audiographer,’ for example. Or the ‘Director of Sound’ or the ‘Sound Artist?’ — terms that better describe what we actually do? After all, we don’t refer to a cinematographer as ‘The Image Guy.’”

Mangini explained that he always tries to emphasize the why and not the how, and is not tempted to imitate somebody else’s work. “After all, when you imitate you ensure that you will only be ‘almost’ as good as the person or thing you imitate. To understand the ‘why,’ I break down the script into story arcs and develop a sound script so I can reference the dramatic beats rather than the visual cues, and articulate the language of storytelling using sound.”

Past Work
Offering up examples of his favorite work as a soundtrack designer, Mangini provided two clips during his keynote. “While working on Star Trek [in 2009] with supervising sound editor Mark Stoeckinger, director J. J. Abrams gave me two days to prepare — with co-designer Mark Binder — a new soundtrack for the two-minute mind meld sequence. J. J. wanted something totally different from what he already had. We scrapped the design work we did on the first day, because it was only different, not better. On day two we rethought how sound could tell the story that J. J. wanted to tell. Having worked on three previous Star Trek projects [different directors], I was familiar with the narrative. We used a complex combination of orchestral music and sound effects that turned the sequence on its head; I’m glad to say that J. J. liked what we did for his film.”

The two collaborators received the following credit: “Mind Meld Soundscape by Mark Mangini and Mark Binder.”

Turning to his second soundtrack example, Mangini recalled receiving a call from Australia about the in-progress soundtrack for George Miller’s Mad Max: Fury Road, the director’s fourth outing with the franchise. “The mix they had prepared in Sydney just wasn’t working for George. I was asked to come down and help re-invigorate the track. One of the obstacles to getting this mix off the ground was the sheer abundance of material to choose from. When you have so many choices on a soundtrack, the mix can be an agonizing process of ‘Sound Design by Elimination.’ We needed to tell him, ‘Abandon what you have and start over.’ It was up to me, as an artist, to tell George that his V8 needed an overhaul and not just a tune-up!”

“We had 12 weeks, working at Formosa with co-supervising sound editor Scott Hecker — and at Warner Bros Studios with re-recording mixers Chris Jenkins and Greg Rudloff — to come up with what George Miller was looking for. We gave each vehicle [during the extended car-chase sequence that opens the film] a unique character with sound, and carefully defined [the lead proponent Max Rockatansky’s] changing mental state during the film. The desert chase became ‘Moby Dick,’ with the war rig as the white whale. We focused on narrative decisions as we reconstructed the soundtrack, always referencing ‘the why’ for our design choices in order to provide a meaningful sonic immersion. Miller has been quoted as saying, ‘Mad Max is a film where we see with our ears.’ This from a director who has been making films for 40 years!”

His advice to fledgling sound designers? Mangini kept it succinct: “Ask yourself why, not how. Be the author of content, take risks, tell stories.”

Creating a Sonic Immersive Experience
Subsequent panels during the all-day conference addressed how to design immersive music, sound effects and dialog elements used on film and TV soundtracks. For many audiences, a 5.1-channel format is sufficient for carrying music, effects and dialog in an immersive, surround experience, but 7.1-channel — with added side speakers, in addition to the new Dolby Atmos, Barco/Auro 3D and DTS:X/MDA formats — can extend that immersive experience.

“During editorial for Guardians of the Galaxy we had so many picture changes that the re-recording mixers needed all of the music stems and breakouts we could give them,” said music editor Will Kaplan, MPSE, from Warner Bros. Studio Facilities, during the “Music: Composing, Editing and Mixing Beyond 5.1” panel. It was presented by Formosa Group and moderated by scoring mixer Dennis Sands, CAS. “In a quieter movie we can deliver an entire orchestral track that carries the emotion of a scene.”

Music: Composing, Editing and Mixing Beyond 5.1 panel (L-R): Andy Koyama, Bill Abbott, Joseph Magee, moderator Dennis Sands, Steven Saltzman and Will Kaplan.

‘Music:Composing, Editing and Mixing Beyond 5.1’ panel (L-R): Andy Koyama, Bill Abbott, Joseph Magee, moderator Dennis Sands, Steven Saltzman and Will Kaplan.

Describing his collaboration with Tim Burton, music editor Bill Abbott, MPSE from Formosa reported that the director “liked to hear an entire orchestral track for its energy, and then we recorded it section by section with the players remaining on the stage, which can get expensive!”

Joseph Magee, CAS, (supervising music mixer on such films as Pitch Perfect 2, The Wedding Ringer, Saving Mr. Banks and The Muppets) likes to collaborate closely with the effects editor to decide who handles which elements from each song. “Who gets the snaps and dance shoes How do we divide up the synchronous ambience and the design ambience? The synchronous ambience from the set might carry tails from the sing-offs, and needs careful matching. What if they pitch shift the recorded music in post? We then need to change the pitch of the music captured in the audience mics using DAW plug-ins.”

“I like to invite the sound designer to the music spotting session,” advised Abbott, “and discuss who handles what — is it a music cue or a sound effect?”

“We need to immerse audiences with sound and use the surrounds for musical elements,” explained Formosa’s re-recording mixer, Andy Koyama, CAS. “That way we have more real estate in the front channels for sound effects.”

“We should get the sound right on the set because it can save a lot of processing time on the dub stage,” advised production mixer Lee Orloff, CAS, during the “A Dialog on Dialog: From Set to Screen” panel moderated by Jeff Wexler, CAS.

A Dialog on Dialog: From Set to Screen panel (L-R): Lee Orloff, Teri Dorman, CAS president Mark Ulano, moderator Jeff Wexler, Gary Bourgeois, Marla McGuire and Steve Tibbo.

‘A Dialog on Dialog: From Set to Screen’ panel (L-R): Lee Orloff, Teri Dorman, CAS president Mark Ulano, moderator Jeff Wexler, Gary Bourgeois, Marla McGuire and Steve Tibbo.

“I recall working on The Patriot, where the director [Roland Emmerich] chose to create ground mist using smoke machines known as a Smoker Boats,” recalled Orloff, who received Oscar and BAFTA Awards for Terminator 2: Judgment Day (1991). “The trouble was that they contained noisy lawnmower engines, whose sound can be heard under all of the dialog tracks. We couldn’t do anything about it! But, as it turned out, that low-level noise added to the sense of being there.”

“I do all of my best work in pre-production,” added Wexler, “by working out the noise problems we will face on location. It is more than just the words that we capture; a properly recorded performance tells you so much about the character.”

“I love it when the production track is full of dynamics,” added dialog/music re-recording mixer Gary Bourgeois, CAS. “The voice is an instrument; if I mask out everything that is not needed I lose the ‘essence’ of the character’s performance. The clarity of dialog is crucial.”

“We have tools that can clean up dialog,” conceded supervising sound editor Marla McGuire, MPSE, “but if we apply them too often and too deeply it takes the life out of the track.”

“Sound design can make an important scene more impactful, but you need to remember that you’re working in the service of the film,” advised sound designer/supervising sound editor Richard King, MPSE, during the “Sound Effects: How Far Can You Go?” moderated by David Bondelevitch, MPSE, CAS.

Sound Effects: How Far Can You Go? panel L_R: Mandell Winter, Scott Gershin, moderator David Bondelevitch, Greg Hedgpath, Richard King and Will Files.

‘Sound Effects: How Far Can You Go?’ panel L-R: Mandell Winter, Scott Gershin, moderator David Bondelevitch, Greg Hedgpath, Richard King and Will Files.

In terms of music co-existing with sound effects, Formosa’s Scott Gershin, MPSE, advised, “During a plane crash sequence, I pitch shifted the sound effect to match the music.”

“I like to go to the music spotting session and ask if the director wants the music to serve as a rhythmic or thematic/tonal part of the soundtrack,” added sound effects re-recording mixer Will File from Fox Post Production Services. “I just take the other one. Or if it’s all rhythm — a train ride, for example — we’ll agree to split [the elements].”

“On the stage, I’m constantly shifting sync and pitch shifting the sound effects to match the music track,” stated Gershin. “For Pacific Rim we had many visual effects arriving late with picture changes. Director Guillermo del Toro received so many new eight-frame VFX cues he wanted to use that the music track ended up looking like bar code” in the final Pro Tools sessions.

In terms of working with new directors, “I like to let them see some good movies with good sound design to start the conversation” offered Files. “I front load the process by giving the director and picture editors a great sounding temp track using dialog predubs that they can load into the Avid Media Composer to get them used to our sound ideas It also helps the producers dazzle the studio!”

“Successful soundtrack design is a collaborative effort from production sound onwards,” advised re-recording mixer Mike Minkler, CAS, during “The Mix: Immersive Sound, Film and Television” panel, presented by DTS and moderated by Mix editor Tom Kenny. “It’s about storytelling. Somebody has to be the story’s guardian during the mix,” stated Minkler, who received Academy Awards for Dreamgirls (2006), Chicago (2002) and Black Hawk Down (2001). “Filmmaking is the ultimate collaboration. We need to be aware of what the director wants and what the picture needs. To establish your authority you need to gain their confidence.”

“For immersive mixes, you should start in Dolby Atmos as your head mix,” advised Jeremy Pearson, CAS, who is currently re-recording The Hunger Games: Mockingjay – Part 2 at Warner Bros. Studio. He also worked in that format on Mockingjay – Part 1 and Catching Fire. “Atmos is definitely the way to go; it’s what everyone can sign off on. In terms of creative decisions during an Atmos mix, I always ask myself, ‘Am I helping the story by moving a sound, or distracting the audience?’ After all, the story is up on the screen. We can enhance sound depth to put people into the scene, or during calmer, gentler scenes you can pinpoint sounds that engage the audience with the narrative.”

Kim Novak Theater at Sony Pictures Studios

Kim Novak Theater at Sony Pictures Studios.

Minkler reported that he is currently working on director Quentin Tarantino’s The Hateful Eight, “which will be released initially for two weeks in a three-hour version on 70mm film to 100 screens, with an immersive 5.1-channel soundtrack mastered to 35 mm analog mag.”

Subsequently, the film will be released next year in a slightly different version via a conventional digital DCP.

“Our biggest challenge,” reported Matt Waters, CAS, sound effects re-recording mixer for HBO’s award-winning Game of Thrones, “is getting everything competed in time. Changes are critical and we might spend half a day on a sequence and then have only 10 minutes to update the mix when we receive picture changes.”

“When we receive new visuals,” added Onnalee Blank, CAS, who handles music and dialog re-recording on the show, “[the showrunners] tell us, ‘it will not change the sound.’ But if the boats become dragons…”

Photos by Mel Lambert.

Mel Lambert is principal of Content Creators, an LA-based editorial service, and can be reached at mel.lambert@content-creators.com. Follow him on Twitter @MelLambertLA.