P + P – Final Progress Report – April

(Outcomes – GR2,5 + IN1)

This will be the final situation update for this project, taking place after our final review of the work in progress for all of the films that comprise the artifact. The date of this entry is one week prior to our deadline, so any other pertinent information on the actual carrying out of the project will be included in my final summary.

We have received picture locks for all the films except Immort throughout the early part of April. All of these have, naturally, then been broken by the various editors and directors in charge to a greater or lesser degree after we have started work on the fine audio work, mostly due to a lack of understanding of the import of the word ‘lock’ on the part of student filmmakers.

Descent and Sour Puss are nearing the final mix stage, with foley, dialogue, music and SFX all largely complete. We estimate these films will require another 12 hours of work between them to complete.

Remember has fallen behind schedule due to poor practice on the part of it’s editor complicating our dialogue edit. We estimate another 15 or 20 hours of work will be required here.

Feel Good is still technically incomplete because the production team have failed to factor production of the montage sequences they’d slated throughout into their timeline, but it’s supervisor assures us we will be handing in the version slated to arrive at end of play today or, failing this, the one we have already been working on regardless of further changes to picture. This will require a further 15 hours of working time.

Having seen it’s ambitious plan for the ‘real-life’ aspects of the film largely stymmied, pressure on the visual FX team working on Immort appears to have increased. This has caused an extension to be required to the production, but we are still required to deliver the film with audio complete on the 5th, in time for it’s premiere. In addition, the repeatedly delayed VFX cut of the film is now promised to us on Monday the 2nd May – 4 days prior to our own hand-in date. This is not ideal, but the supervisor of the film is confident it can still be delivered since much of the work on the film (such as scoring, dialogue and foley editing) is complete. We’ve collectively agreed that this is the concrete outer limit of what we consider achievable, and that we will be required to hand in the version without VFX we’ve already largely compelted if this final deadline moves any further. It is difficult to estimate how much time the film will need, since the VFX could make the current audio obsolete, but we’re prepared to commit a further 8 hours if necessary (the film is relatively short). [GR2]

My contribution has largely been made to Descent since it’s pictures began to arrive, with some extra sound design work for Immort based on the concept art for the as-yet-incomplete VFX and basic atmosphere work for Remember also taking up some creative time. Foley editing of Descent has proven quite complex, as the mix of production audio and foley I’ve settled on is difficult to achieve the correct balance of in terms of the environments depicted. The dialogue edit (which was largely handled by another member of the group) also suffered from unpleasant room effects (despite being of good quality), and required a large amount of treating and balancing to complete. [GR5 + IN1]

Time spent on admin has noticably dropped off this month but has essentially been replaced with internal quality control meetings driven by the interminable watching of the different edits as they’ve come in and the transfer of sessions and data around different facilities, and the changes to ostensibly locked pictures have also lost us extra time resyncing audio. Elsewhere, the cancelling of our facilities bookings have also continued to reverberate, with us having to stake-out the Sound Theatre three days of each week and second guess the movements of other students in an effort to find extra time for foley, VO recordings and sync work.

Reflecting on the situation presented here, we’ve been reasonably fortunate that only one film has been significantly delayed in production and even then in a way which has enabled us to work on it regardless, but the final week sees us in a position just shy of the required number of facilities hours we need to complete and mix the films, a situation which could become severely problematic if further issues arise from Immort’s incomplete state.

The process of collaboration and feeding back amongst the group during the post phase in April has been very useful to everybody, not least in my case with Descent – This film has been an exemplary example of the collaborative effort we undertook in post, with dialogue edit, music construction and foley / SFX all benefiting from a significant collective contribution which has then been brought together, finessed and is just about ready for mix. I have learnt however that this process is similarly time consuming and that it effectively takes the place of the administrative work from the earlier part of the process, though I believe it is just as critical for achieving our desired outcomes.

In the sense of effective collaboration the project has undoubtedly been a success, with five films now largely complete to a much better standard than we could have managed as individuals. [GR2]

—————————-

KEY POINTS – 

Overview of situation with a week to deadline, and plans moving forward. – Process Management
[GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.

Breakdown of work carried out in April so far – Contribution
[GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.
[IN1] To successfully manage the provision of service by the business for the film Descent with regard the assignment of resources, specialisms and working time, liason with the director, editor and producer on a practical and creative level, and communication of information on their needs and requirements for the piece in order to appraise the efficacy of the collaborative approach to working on the piece – (Supervisor and Company Officer)

Reflections on the process – Individual Reflection
[GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.

RESEARCH – Dubbing Mixer

(Outcomes – IN1,2,3 + PER3 + GR5]

“…dubbing is the Cinderella art of film-making, it’s all but invisible to the general public yet the final responsibility for the sound of Prince Charming’s approaching footstep rest firmly with Cinders rather than with the Ugly Sisters of picture or sound editing. – (msteer.co.uk)

Even though my group are collectively handling a number of films and may not strictly enact a given role on all of them, group members have each chosen an industry specialism to enable our research. In my case, this is the role of the Rerecording or Dub Mixer.

The term ‘dub mixer’ originally evolves from the early days of celluloid and audio tape editing, abbreviated either from the process of ‘doubling’ reels of audio to sync them with film images or from the process of rerecording actors voice in sync with their dialogue on screen (I recall Betamax home video recorders with an ‘Audio Dub’ button that enabled the user to replace the soundtrack of a given tape), the latter of which was once referred to as ‘dubbing’ but has now been redefined as Additional Dialogue Replacement or ADR. The same term became ubiquitious for any tape to tape rerecording process as time passed prior to the advent of digital, but has tended to be referred to as a Rerecording Mixer in more recent times.

“They are primarily responsible for ensuring that film sound is correct both technically and stylistically. – (media-match.com)

The dub mixer’s process requires the bringing together of all the audio ‘elements’ (dialogue, automated dialogue replacement, foley, sound effects, atmospheres, and music) of a given film, and the creation from these of a final audio soundtrack, as well as any other mixes required by the client for other purposes such as the music and effects components often required to enable distribution to other territories. This means a dub mixer is responsible for creating the best representation of the film’s audio aesthetic whilst maintaining both the most potent dramatic impact and the correct technical specifications for it’s intended distribution and / or audience. [IN2]

Dub mixing is fundamentally a final stage process which means it is often one performed under the tightest pressure both in terms of time and, potentially, financially. Graham Hartstone, who has an impressive 60+ year career and mixed many of my favourite sci-fi films from the 80’s and 90’s, points out that “...They’ll spend as much time and money as they’ve got rewriting and reshooting, but when it comes to dubbing they expect the mix to happen right the first time.“. If there is one thing I will be carrying away from my interactions with industry professionals during my time at university, it’s that this is a truism in the film-audio industry generally.

As with many audio industry jobs in the digital era there is more definition to a given role when focusing on instances of it that occur further up the food-chain. Re-recording mixing can still be considered a profession in it’s own right in big budget Hollywood, but in the case of small and medium budget films the dub mixer will also be a sound designer, foley artist and / or a location recordist. This is the case as the role applies to Descent – the film I’m supervising on behalf of our faux-company – in which I will inevitably have had a hand in much of the pre, production and post audio work. I expect the pre-production aspect is the most useful for the handling of that film’s final mix, since I’ve also carried out the liason with the director and been instrumental in translating their ideas into a sound design script for the film and so have as good a knowledge as anybody of their desired outcomes, as well as having directed at least some of the aesthetic choices for the audio of the film by advising them. [IN1]

Furthermore, final mixing at the high-end of the business is a process which is often sat in on by the movers and shakers of the film production team, usually the director/s and producers. I’m not a great believer in this when working solely with music, as I prefer to follow Mixerman’s Zen And The Art of Mixing technique of completing a ‘first pass’ mix and then allowing the band to have a listen and feedback on the decisions being made. Adapting this preference to the much more complex world of film audio, I completed the first pass mix of Descent and then allowed the director in to give their feedback. [GR5]

Creatively, the dub mix of Descent owes a deal to the film Hannibal from 2001, which was mixed by Doug Hemphill who was also responsible for Blade Runner (aspects of which I have discussed elsewhere). Hemphill has a huge list of other major credits with a slight lean towards sci-fi and fantasy titles, and for Hannibal he found himself dealing with a mix of 160 channels with a 96 fader Neve console, of which over 60 were dialogue. At the time, this technology created a flexibility which –

“…allowed him to create internal sounds within the characters’ minds…where he would completely strip the high-end from the sound. This process allowed Hemphill to create a muted sound, allowing for effects that suddenly and dramatically disappear into the background before coming back into full sound.” (mi2n.com)

Descent has used similar techniques to Hannibal in it’s sound design and construction, as I have discussed here. [IN1, 3 + PER3]

—————————————

 – 900 words

KEY POINTS –

Overview of Dub Mixer / Rerecording Mixer role – Research.

  • [IN2] To develop a better understanding of the craft and industry of a Dubbing Mixer, and to contribute to the dub mixing required for presentation of the artifact – (Dubbing Mixer)

How this applies to OG Audio + Descent – Individual reflection on learning and team role.

  • [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.
  • [IN1] To successfully manage the provision of service by the business for the film Descent with regard the assignment of resources, specialisms and working time, liason with the director, editor and producer on a practical and creative level, and communication of information on their needs and requirements for the piece, in order to appraise the efficacy of the collaborative approach to working on the piece – (Supervisor and Company Officer)

Research into dub mixing of films relevant to those in our workload – Research, Similar items

  •  [PER3] To expand my knowledge of the theory of and audio techniques deployed in films similar to or influential upon those we will deliver.
  • [IN3] To better my understanding of sound design with at least some reference to the science fiction genre – (Sound Effects Editor)

Project Overview, individual film synopses and Learning Outcomes

Semester B – Audio Project 2 Group Members

Alice Asbury – aliceasbaudioproject2.blogs.lincoln.ac.uk

Gareth Bailey – gbaup3semb.blogs.lincoln.ac.uk

Anthony Belcher – ap2anthony.blogs.lincoln.ac.uk

Rory Hunter – roryhunteraudio.blogs.lincoln.ac.uk

Matthew Jones – aptwo.blogs.lincoln.ac.uk

 

Project Overview

The students will collaborate to provide audio services ranging from location recording, post-production sound design / mixing and music composition to five films as a research exercise focussed on managing and completing multiple projects in an appropriate way.

The five films consist of two 15 – 20 minute short films, one 10 – 12 minute short film, one 4 – 6 minute short film and one 3 – 4 minute animation. The films are detailed below along with the relevant group member designated as it’s project manager. This person will act as main point of contact for their designated director / producer, will direct the overall sound design of the piece, and will manage the allocation of resources to the project.

The entire group are jointly responsible for the final quality (with reference to individual and collaborative contributions to the soundtrack of the films) and delivery (with reference to individual and collective contributions to the day to day running of the Omni-Gaffer Productions ‘business’) of all five films as one artifact.

 

Film Synopsis and Details

Remember – Garden Gnome Films

Dilpret Rall – Director/Producer/Editor

Olivia Thompson – Camera/Producer/Editor

Client Sound Requirements: location sound recording, music composition, post-production sound design/mixing.

Synopsis (15 – 20 minutes):

Remember is a film that tells the story of a man’s life told by his family and friends. Arthur is a strong and caring man who is tragically put into a coma after an accident. In hospital he is visited by his friends and family, they share stories around the bed and paint a vivid picture of his amazing life.

Audio Project Manager: Anthony Belcher – ap2anthony.blogs.lincoln.ac.uk
Feel Good – Big Blue Bear Productions

Fiona Shaw – Producer

Thomas Love – Director/Writer

David Devine – Writer/Location Sound

Kane Brookes – Cinematographer

Client Sound Requirements: music composition, post-production sound design/mixing.

Synopsis (15 – 20 minutes):

Feel Good is set in a near future where a ground breaking discovery has made it possible to bottle and market emotions.

Audio Project Manager: Alice Asbury

 

Descent – Extant Films

Shaun Standring – Producer/Writer

Angelin Selvanathan – Director

Charlotte Hughes – Art Director

Client Sound Requirements: location sound recording, music composition, post-production sound design/mixing.

Synopsis (10 – 12 minutes):

A short psychological drama which mainly follows one character as he goes about his life inconspicuously, however, it soon turns out he has underlying issues that come to the surface as the plot thickens.

Audio Project Manager: Gareth Bailey

 

Immort – dir. Jacob Redfern

Holly Oakes – Producer

Jacob Redfern – Director/Writer/Editor

Nicholas Thornthwaite – Cinematographer

Samantha Dos Santos – VFX Artist

Lyon Owen – VFX Artist

James Smillie – VFX Artist

Client Sound Requirements: location sound recording, music composition, post-production sound design/mixing.

Synopsis (4 – 6 minutes):

Immort, is a sci-fi short film with the dystopian theme of humanity being immortal due to the public distribution of nanobots. The protagonist Sici is dissatisfied with how little control she has over her fully automated life. Through technological experimentation, Sici makes an attempt to end her life. The film questions the purpose of living when you can never die. 

Audio Project Manager: Matthew Jones

 

Catastrophe/Sour Puss – Team Cipher

Esther Langan – Animator

Holly Burch – Animator

Jameela Howard – Animator

Konstantinos Zacharakis – Animator

Natalie O’Connell – Animator

Client Sound Requirements: music composition, sound design/mixing.

Synopsis (3 – 4 minute animation):

Starts with a shot of a cat waking up to the sound of a doorbell. It watches its owner walk to the door, receive a package, then walk into the kitchen. The cat follows her in; where there is a bowl bad tasting cat food is waiting for him. He looks dissatisfied and watches as his owner opens a cupboard and stretches for something at the back of the top shelf. A bowling ball (that is on the top shelf) with a little paw print on it starts to roll down and hits the owner on the head, knocking her out. As she lies on the floor, the cat stares at her stoically. It cuts to the cat washing his paws, then walking upstairs, to the owner’s bedroom. He dresses up as his owner and essentially takes her place.

Audio Project Manager: Rory Hunter

Group Aim

To manage the process of creating the above soundtracks collectively, and to deliver these soundtracks to a good standard and to the client’s specifications.

Group Objectives

  • [GR1] To professionally operate as a small to medium size company (or other recognisable business entity) in the audio production / post-production field might.
  • [GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.
  • [GR3] To provide a professional standard of service in respect to location sound recording and post-sound design / mixing.
  • [GR4] To conceive, compose, source and / or produce music to client specifications that synergistically supports the other components of their films.
  • [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.

Outcomes and Learning in the context of Moving Picture Industry roles

  • [IN1] To successfully manage the provision of service by the business for the film Descent with regard the assignment of resources, specialisms and working time, liason with the director, editor and producer on a practical and creative level, and communication of information on their needs and requirements for the piece, in order to appraise the efficacy of the collaborative approach to working on the piece – (Supervisor and Company Officer)
  • [IN2] To develop a better understanding of the craft and industry of a Dubbing Mixer, and to contribute to the dub mixing required for presentation of the artifact – (Dubbing Mixer)
  • [IN3] To better my understanding of sound design with at least some reference to the science fiction genre – (Sound Effects Editor)

Personal Learning Outcomes

  • [PER1]  To develop a better understanding of the pros and cons of business structures, processes, regulations and agreements which might enable film audio producers to collaborate on multiple projects.
  • [PER2] To develop a better understanding of the wording and content of contracts, rates and rate cards offered in the film audio field.
  •  [PER3] To expand my knowledge of the theory of and audio techniques deployed in films similar to or influential upon those we will deliver.
  • [PER4] To contribute extensively to multiple film productions.