

SoundWorks Collection
Colemanfilm Media Group
The goal for the SoundWorks Collection is simple; we are dedicated to profiling the greatest and upcoming sound minds from around the world and highlight their contributions. We take you behind the scenes and straight to the dub stage for a look into audio post-production for feature films, video game sound design, and original soundtrack composition.
Episodes
Mentioned books

Nov 20, 2018 • 54min
The Sound of First Man - Mix Magazine Event
Academy Award- and Grammy-winning composer Justin Hurwitz, sound supervisor and re-recording mixer Ai-Ling Lee, sound supervisor Mildred Iatrou, re-recording mixer Frank Montaño, re-recording mixer Jon Taylor, and Academy Award-winning picture editor Tom Cross discuss how the film’s documentary look (it was filmed in Super-16mm) affected the approach to sound and music, how the sound elements contributed to the understanding of how dangerous the early space flights were, and why it was important to focus on the sound of an errant fly in the space capsule.
Sponsored by The Dolby Institute:
The Dolby Institute develops educational programming to help you advance the art of storytelling, whether you're making a film, mixing the sound for a sporting event, or designing the next-generation virtual reality experience.
www.dolby.com/us/en/dolby-institute.html

Nov 14, 2018 • 50min
Paul Lipson Keynote - GameSoundCon 2018
An award-winning executive, audio director and composer, Paul’s career has taken him all over the world and has helped him innovate and advocate as a leading figure in the interactive entertainment industry. As the creative leader of Formosa Interactive, he works as the Vice President of Creative Services - driving strategy, content development, and audio pipelines with the famed award winning team in Los Angeles, California.
GameSoundCon is two days of intensive sessions, panels and masterclasses on the business, creative and technical challenges of game music and sound, designed for those coming from Film, TV, music and other more traditional media.

Nov 14, 2018 • 56min
Marty O'Donnell - VR Audio: Forget the Tech! What do you hear? - GameSoundCon 2018
VR game development still has many questions left to be answered, and in the past three years of development, Highwire Games has attempted to answer some of them. In this talk, we discuss the techniques used to realize the soundscape of Golem, a fully-featured, high-fidelity game for PlayStation VR. From the first sounds that caught our ears through the challenges that arose and the solutions we found, we answered many questions, but many are still left. Developing in virtual reality requires new technologies and techniques, but also a steadfast commitment to the aesthetics of traditional media. We’ll discuss why, in the end, it's still all about what comes out of the speakers (or in this case, the headphones).
GameSoundCon is two days of intensive sessions, panels and masterclasses on the business, creative and technical challenges of game music and sound, designed for those coming from Film, TV, music and other more traditional media.

Nov 14, 2018 • 26min
Brian White & Brian Trifon - Beyond The Presets - GameSoundCon 2018
Join composing team Brian Trifon and Brian Lee White (aka Finishing Move) as they discuss and share their approach to musical sound design. Learn how they craft bespoke soundscapes that cut through the crowd of generic presets and commercial sample libraries to create a unique sonic identity for every project. In this 25 minute presentation, the team will discuss their general process/approach to musical sound design for games, share some specific examples of how they create entirely new sounds and instruments for iconic franchises, as well as provide some tips for those looking to create or expand on their own pallet of sounds.
GameSoundCon is two days of intensive sessions, panels and masterclasses on the business, creative and technical challenges of game music and sound, designed for those coming from Film, TV, music and other more traditional media.

Nov 14, 2018 • 59min
Tom Salta - Composing Interactive Music
This session will walk attendees through the foundations and various stages of scoring music for video games. Tom Salta will share his composing workflow from start to finish covering everything from working with the game designer, concept development, interactive composition considerations, testing and more. This talk will offer valuable insights for beginners as well as seasoned pros.
GameSoundCon is two days of intensive sessions, panels and masterclasses on the business, creative and technical challenges of game music and sound, designed for those coming from Film, TV, music and other more traditional media.

Nov 14, 2018 • 29min
Thomas Dolby - The Next Generation of non-linear VR Composers - GameSoundCon 2018
In the future, music composers are going need to be able to think and create in a non-linear way. This goes way beyond branching or crossfading stems of pre-mixed music: they will need to create adaptive music scores and orchestrations that respond in real time to user choices, game states, and arbitrary messages from the game engine. Armed with this knowledge, how can college educators compile the curriculum for a multi-year VR/Games music composition program in the face of technology and tools that are rapidly evolving? And, given the relatively unexplored nature of non-linear composition, who is truly qualified to teach it?
Prof. Thomas Dolby discusses the challenges in the creation of the Peabody Conservatory's innovative 'Music for New Media' program at the Johns Hopkins University.
GameSoundCon is two days of intensive sessions, panels and masterclasses on the business, creative and technical challenges of game music and sound, designed for those coming from Film, TV, music and other more traditional media.

Nov 14, 2018 • 52min
Nuts and Bolts of Immersive Audio for 360/VR/AR/MR - GameSoundCon 2018
This session provides an introduction to the terms and concepts that form the basis for immersive audio as found in 360 degree environments. While many topics are extensions or subsets of typical game audio concepts, working in this up and coming media format brings with it some additional considerations. This session provides an overview of the first things you need to understand and consider as you step into this growing field.
GameSoundCon is two days of intensive sessions, panels and masterclasses on the business, creative and technical challenges of game music and sound, designed for those coming from Film, TV, music and other more traditional media.

Nov 14, 2018 • 57min
Nose to Tail: A Conversation About Dialog with Naughty Dog - GameSoundCon 2018
Spend an hour with Becky Dodd (Talent and Production Coordinator), Ryan James (Lead Editor), and Ammie Puckett (Localization Manager) of formidable development studio, Naughty Dog, as they walk through the studio’s overall approach to the Dialogue process in their games, with tips and tidbits that might help you navigate your path through projects of all shapes and sizes.
GameSoundCon is two days of intensive sessions, panels and masterclasses on the business, creative and technical challenges of game music and sound, designed for those coming from Film, TV, music and other more traditional media.

Oct 24, 2018 • 1h 2min
Mix Sound Event - Sound Editing For Animation Panel
Sound Editing For Animation Panel Featuring:
Paul Ottoson, Sound Designer
Geoffrey Rubay, Sound Engineer
Erik Aadahl, Sound Editor
Eileen Horta, Sound Supervisor
Dave Fluhr, Sound Designer
Moderated by Carolyn Giardina, Hollywood Reporter
Mix Magazine presented the fifth annual Sound for Film and TV event, an all-day exhibition and conference spotlighting the technologies and techniques behind sound for picture, from production to playback.
The boom in television and streaming services, along with the emergence of Virtual Reality, has led to a technology/workflow change in how content is produced. The techniques and tools are merging, and studios and producers have adapted their methods. We bring film, television and virtual reality all together on the legendary Sony Pictures Studios lot in Culver City, California on October 13th, 2018.

Oct 24, 2018 • 1h
Mix Sound Event - The Business Of Immersive Panel
The new streaming networks are demanding immersive audio as a deliverable, and it’s now expected that Hollywood releases will include a Dolby Atmos, DTS or Auro 3D version. To be a part of the present and future of sound for picture an audio post facility will need to convert to an immersive workflow. It’s not as expensive as one might think, and the return on investment can be significant. Our expert panel discusses the cost/benefits of outfitting a facility, the new distribution paradigms and the return on an investment in future-proofing a facility.
Mix Magazine presented the fifth annual Sound for Film and TV event, an all-day exhibition and conference spotlighting the technologies and techniques behind sound for picture, from production to playback.
The boom in television and streaming services, along with the emergence of Virtual Reality, has led to a technology/workflow change in how content is produced. The techniques and tools are merging, and studios and producers have adapted their methods. We bring film, television and virtual reality all together on the legendary Sony Pictures Studios lot in Culver City, California on October 13th, 2018.


