One Year in Sound, Through the Eyes (and Ears) of a VFS Sound Design Student

What does one intense year in VFS Sound Design for Visual Media look, feel, and sound like? Student Carlo Ascrizzi can tell you – he’s been writing a blog series called One Year in Sound for the Italian site sounDesign.

Right now, Carlo is barreling toward an October graduation, and he’s already covered a ton of ground in the series – from Orientation Day to field recording to his first forays into game audio. It’s a candid and incredibly insightful glimpse inside the day-to-day life of a student in this one-of-a-kind program. Want to see what one year in Sound Design is really like?  See his posts right here!

How You Can Connect with the World at VFS Summer Intensives

Here’s something surprising about the VFS Summer Intensives. Every year – every year – people come from all around the world for one (or more!) of the 5-day programs.

This is what we mean. Behold:

Click to embiggen

It’s kind of astonishing, when you think about it. We all know that VFS is something of a global village, but how exciting is it condense that experience into a single week? We’ve heard from past Summer Intensive students that they’ve made lasting friends and professional contacts in those five lightning-fast days. Now imagine that network extending around the globe.

Live far away and thinking of making the trip? Based nearby but want to work alongside talented new friends during a week-long creative boot camp? Seats in our ten programs are limited and going fast, so register today!

 

How Can One Week Change Everything? Join VFS at the 2013 Summer Intensives

We’re excited to announce Vancouver Film School’s Summer Intensives are back this July and August!

  • Learn from our faculty of working pros
  • Gain valuable skills and relevant industry knowledge
  • Take advantage of top-of-the-line equipment and facilities
  • Meet passionate creatives – just like you – from all around the world
  • Discover if VFS is the right entertainment arts school for you

These five days could be the experience you need to prove you’re ready to start your path towards a demanding and rewarding career in the entertainment industry. And if you apply to a full-time VFS program, the cost of your Summer Intensive will go towards your tuition. For anyone seriously considering VFS, this summer is going to be your best.

VFS Summer Intensives 2013

  • Art, Film & Design – July 8-12 *Offered at a $400 discount when paired with a second intensive!
  • Game Design – July 8-12
  • Film Production – July 15-19
  • Sound Design for Visual Media – July 15-19
  • Acting for Film & Television – July 22-26
  • Digital Design – July 22-26
  • Entertainment Business Management – July 22-26
  • Animation & Visual Effects – July 29-Aug 2
  • Makeup Design for Film & Television – July 29-August 2
  • Writing for Film & Television – July 29-August 2

You can also save 10% on your fees by taking two or more intensives. Find out more about VFS Summer Intensives 2013 and register today!

Want to learn more about what it’s like inside VFS? Download our new viewbook, inspired by the passionate and dedicated students behind all the jaw-dropping portfolios and reels we see every day.

Guest Post: 3 Keys to a Career in Production Sound, and More from Millar Montgomery

Guest post by Philip Smallwood

On February 26, 2013, we had the pleasure of receiving a guest lecture on production sound from Millar Montgomery, a graduate from Sound Design for Visual Media Class 1, who, since graduating, has worked on productions such as The Vampire Diaries, Fringe, Sucker Punch, and Percy Jackson & the Olympians: The Lightning Thiefto name a few. He spoke about his experiences and passed on his knowledge from over 10 years working in the film and TV industry.

How do you get started in production sound?

Like many VFS Sound Design students, Millar Montgomery had studied an audio-related course previously, transitioning from Communications at Simon Frasier University to Sound Design for Visual Media at Vancouver Film School. It was towards the end of his time at VFS when Millar decided to pursue a career in production sound.

After graduating from VFS, Millar worked on set as much as possible, on student projects and independent films. After making connections with boom operators, production sound mixers, and various crew members, Millar began to receive paid opportunities to work on corporate videos, movies of the week, and electronic press kits. Taking a page out of his own book, he stressed that in order to become successful you must first work for free, work hard, learn from your mistakes and network. Moreover, he went on to say, “Try to find someone  who will take you under their wing,” and learn as much as you can from them.

3 tricks of the trade

With over 10 years experience in production sound, Millar was kind enough to share a few tricks of the trade that enabled him to initiate and maintain a successful career in production sound.

1. Invest in equipment

When buying sound equipment, buy the very best your budget will allow. This will save you money in the long run. Why buy cheap equipment, which will inevitably fail, break, and have to be replaced when you can invest in good, solid, and reliable equipment, which will last and retain value? Having good equipment is also a great way to get work. Advise you will work for free, but that your equipment rental if $X amount a day. This is a fast way to see a return on your investment and pave the way for future paid jobs.

2. Help the lighting guys

A great way to secure future opportunities is to simply be a nice guy to work with. Most often people are not hired because they are the best in their field but because people like to work with you. Offer to help when you’re not busy. People will remember the favors you have given and will return them in kind.

3. Loyalty counts

You will not get far in the TV/film industry without demonstrating a certain degree of loyalty. If a professional is willing to take you under their wing, pass on their knowledge and provide you with further opportunities you must be dependable and consistent to that person. If you are not, you can easily be replaced.

Why do you do it?

With the wide spectrum of disciplines within sound Millar was asked why he chose to establish a career in production sound. Millar answered this by reminiscing about a recent job. He was tasked with recording sound whilst skiing down the side of a mountain. Millar stated “what other job has that kind of variation…” This combined with working in great locations and with great people makes working in production sound extremely appealing.

Equipment

Finally, at the end of the lecture Millar, was kind enough to give us hand- on look at his sound equipment and run through its functionality:

  • Sound Devices 664 recorder
  • Nuemann KMR81
  • Sanken COS 11D Lav x 6
  • Electrosonics 411 A receivers x 6
  • Senheiser HD 25 headpohones
  • Battery Distribution System
  • Collapsible 20ft boom pole

Some choice shots from Millar’s visit:

Sound Design Grad Makes the Leap to Game Audio

After Bryce Raffle graduated from the Sound Design for Visual Media program in 2012, he found himself working on VFS’s first feature-length film, Captive, followed by a couple of independent short films. For the last six months, Bryce has been working for Ironclad on Sins of a Dark Age, an online MOBA (Multiplayer Online Battle Arena) game for PC.

Why did you decide to study Sound Design?

Bryce: I’d been interested in a career in film for a long time. In high school and university, I studied filmmaking, film theory, and even acting. I really didn’t care how I got my “big break” into Hollywood. I just wanted to be involved in the film industry. So I made a ton of terrible student films and came to the conclusion that if I was going to be successful, I was going to need some proper training.

It wasn’t until I visited VFS, and started talking with their advisors, that I realized how perfectly suited I was to sound design. I come from a musical background, though not in the traditional sense. I can’t play an instrument to save my life. My background is in electronic music, things like synthesis and signal processing, sampling, and so on. A lot of these things were covered in the year at VFS, and the prospect of learning more about them was definitely appealing.

What were some highlights from your time in the program?

Bryce: To be honest, the entire year at VFS was an incredible experience. I could rattle off a dozen different highlights, but I’ll try to stick to just a few. For starters, I had a great class full of very talented people. We all got along really well, but we also had a lot of friendly competition, which I think is important.

Another highlight was recording Foley. There’s something incredibly satisfying about recording sound effects to picture, rather than simply editing pre-recorded sound effects using software. I also enjoyed the creative challenge of Foley – trying to figure out the perfect prop for a moment on screen.

The surprise highlight for me was game audio. I went to VFS with the intention of working in the film industry, but once I started studying game audio, I was hooked. What I love about it is that it’s interactive, non-linear, and immersive. With linear media, like film, you can see exactly when and how a certain moment will play out on screen. With games there are so many variables involved – everything depends on the player’s actions. I found that to be much more interesting: setting up audio to play out in real-time based on game events and parameters.

Besides the game audio classes, we were also given the opportunity to collaborate with students from the Game Design program on their projects and I was lucky enough to work on two different games.

Bryce at work on the set of Captive.

After graduation, you started with freelance work. Tell us about your experience transitioning from student to working in the industry.

Bryce: For me, one of the major benefits of going to a school like VFS was the opportunity for networking. Throughout the year, you’re given opportunities to work with students from other programs, Film Production and Game Design in particular. So when school ended, I was already connected to dozens of fellow graduates and current students, many of whom were already working on various projects. I basically took on any project that came my way, and I had my hands full almost immediately after leaving school.

The highlight of my freelancing work was Captive, a VFS-produced student feature film. I was on set for 12 out of 13 days, and some of the shots were pretty intense for the sound crew, especially with two cameras running for every shot and not a lot of time for rehearsals. I think the most notable moment for me was a sequence that was filmed from the inside of a cigar shop, where the two main actors are doing their dialogue from across the street. It was raining and we were pressed for time, so we weren’t able to use wireless microphones and had to use a boom. Of course, with a wide shot across the street, that wasn’t an easy solution. I ended up extending the boom pole to its full length, about 16 feet, standing at the top of a ladder, and extending the pole across the street. It basically took two boom operators to manage that.

You are now working on a game called Sins of a Dark Age at Ironclad – what has that experience been like?

Bryce: I feel incredibly lucky to have wound up at Ironclad. It’s been an incredible experience and I feel like I’m learning something new all the time.

Sins of a Dark Age is truly a sound designers dream project. Working on a game that takes place in a fantasy realm filled with magic, knights in armor, and fantastical beasts like dragons and hydras is incredibly fun because it’s so creative. There’s so much that’s left up to the imagination. I’m constantly asking myself questions like, “what does a portal scroll sound like?” or “what does this magical runestone sound like?” and once I figure out the answer to those questions, I have to figure out how to make those sounds. It’s a constant creative challenge when most of the sounds I’m designing are not sounds you’d hear in the real world.

Ironclad’s fan base is also quite unique; I’ve found it pretty amazing how much their beta testers have stepped up to give meaningful and insightful feedback on Sins of a Dark Age. I actually get a lot of ideas and have even learned things that I didn’t know about the game just from reading the forums.

Now that you’ve worked in film and games, what do you prefer? What are the major differences?

Bryce: Film is like my first love. I think I’ll always love making movies. There’s really nothing quite like being on an action-packed film set. There’s so much going on all the time, it’s productive, and I feel like I’m part of something. I love seeing a film go from just a few words on paper to a finished product. I also love the feeling I get when I’m editing sound effects and the director hears everything for the first time. They’re usually blown away by how much you can step up the quality of a film just by adding in a bit of sound design, especially student directors.

For me, games are like this whole new world that’s still pretty much undiscovered. It’s a newer medium for one, and I feel like game developers are constantly making improvements to how games are made – graphics capabilities are improving, and new genres are still being explored. But it’s more than just that. I’m new to the game design world – I’d never even heard the term MOBA before I started working on this project – so there’s a lot of room to learn, come up with new ideas, and to see what works and what doesn’t.

What do you love most about sound design?

Bryce: I’ve been asked that question before. My answer is always what’s not to love? I mean, I get to spend my days making sound effects for video games. The reaction I get when I tell people what I do for a living never gets old either.

But what I love most about sound design – and in particular, what I love most about doing sound design for Ironclad – is the creative freedom. Sound design isn’t just about editing sound effects. It’s emotionally evocative, or at the very least immersive. Whether you’re gaming or just watching a movie, sound design is there to place you in the moment. There is a creative vision behind it, and I love having the freedom of expression and the ability to bring life to something you’re seeing on screen.

Thanks for speaking with us, Bryce! Good luck with Sins of a Dark Age.

There’s A New Way to Get to Know VFS: Check Out Our Viewbook

If you’re reading this, well, you probably know a thing or two about VFS.

But we have another side, too.

Introducing vfs.edu/MyYear.

It’s our new viewbook - a different look and a fresh angle on the people, places, and history that make up our DNA. It’s a chance for us to wear our true colours, to show you what we believe, and to share students’ stories – because they’re the ones who make VFS go.

Got a few minutes? Explore, download our student manifesto, say hello, and meet us again for the first time at vfs.edu/MyYear.

Ready to take that first step right now? What are you waiting for? Speak with an Advisor!

Meet VFS at SXSW 2013

This March, VFS will be at South By Southwest (SXSW), the annual music, film, and interactive conference and festival in Austin, Texas.

If you’re interested in VFS Game Design, you’ll want to join us at the SXSW Gaming Expo to learn more about our world-renowned one-year program. A VFS Unity Instructor will be on hand to offer demos, and we welcome participants to stop by our booth and help us build a Unity game. At the end of the event, we will be able to show off a Unity game, created by the attendees of SXSW!

Event: SXSW 2013 Gaming Expo
Date: Friday, March 8 – Sunday, March 10, 2013
Time: March 8: 3:00pm – 9:00pm • March 9 & 10: 12:00pm – 8:00pm
Place: Palmer Events Center, Booth #131
Address: 900 Barton Springs Road, Austin, Texas

You can also visit us at the SXSW Trade Show to meet with a VFS representative, as well as Michael Baser, head of the Writing for Film & Television program. For those looking to kick-start their writing career, Michael be sharing his insights during one on one and group consultations throughout the event. To book a session in advance, please contact eventinfo@vfs.com. Participants are also welcome to book their time while at the event.

Event: SXSW 2013 Trade Show
Date:
Sunday, March 10 – Wednesday, March 13, 2013
Time:
March 10 – 12: 11:00am – 6:00pm • March 13: 11am – 4:00pm
Place: Austin Convention Center, Exhibit Halls 3 & 4, Booth #14
Address: 500 E Cesar Chavez St, Austin, Texas

We’ll also be sharing a number exciting scholarship opportunities that will be available to potential students enrolling in any of our 13 programs. We hope to see you there!

Audio: Parrots, Sea Lions, and Whales, Oh My!

When you’re packing a bunch of audio recording gear, some doors just seem to open. That’s how it might have seemed recently to a group of Sound Design for Visual Media students at the Vancouver Aquarium, where they were introduced to belugas, sea lions, and a host of tropical birds.

 

Sadly, the students weren’t able to capture the blood-curdling roar of the two-toed sloth, but they were able to get a lot of the other fauna on record:

And just like your Great Aunt Ida, we’ve got a heckuva slideshow here for you. You might want to sit down:

Video: Experience Game Design Expo with Hours of Fascinating Presentations

Game Design Expo 2013 has come and gone, but if you couldn’t be there, here’s your chance to see what you missed. We’ve just launched hours of free video presentations captured at Industry Speaker Day.

What’s in store?

  • Lift the cover off Halo 4‘s storytelling, sound design, and co-op campaign
  • Learn ways to make your games meaningful yet engaging
  • Watch Ubisoft’s Patrick Plourde (Far Cry 3) issue an exciting challenge for the future of games
  • Hear tips on getting your indie game noticed from journalists and developers
  • Tons more

That’s on top of an archive of talks from 2012, 2011, and 2010 – it’s a whole lot of insight and inspiration. Check it all out at gamedesignexpo.com.

A Sound Design Grad on Life in the Game Industry

A love of film and music brought Winnipeg native Brad Dyck out to the West Coast and to the VFS Sound Design for Visual Media program. Since graduating in 2011, Brad has been working steadily as a sound designer, re-recording mixer, and QA tester. He is also a contributing writer to several Sound Design publications. We spoke with Brad about his time in the program and life after VFS.

What made you decide to get into Sound Design?

Brad: I grew up in Winnipeg and got a degree in Film Studies there. I moved away from home with the vague notion that I wanted to do something in film. I had always been interested in audio/music as well – I was messing around a lot with Ableton at the time but wasn’t exactly sure what I could do with it. After doing various technical support jobs for five years, I decided that it was time to purse something else. I attended an open house for the VFS Sound Design program and, like many others, wasn’t really aware of all the different aspects of post-production and game audio. Once I learned more, Sound Design seemed like a natural choice as it was a way to combine my film and audio experience.

What were some highlights during your time in the program?

Brad: I think one of the greatest strengths of the Sound Design program is the quality of the instructors. Since they’re industry professionals, they teach you what you actually need to know based on what they’ve experienced in the field. There was a good balance of different styles and of work. I mean, the work was crazy at times but it never really felt like it was something a committed student couldn’t accomplish. Beyond that, you meet a lot of great people and get to know your classmates really well because you see them constantly. It’s kind of like you’re going into war with them.

Tell us about what you’re doing now.

Brad: Currently I’m a contractor for EA and working as an Audio QA Tester on the FIFA series. I’m working with the developers and it’s been fun so far. I’ve worked in a few different areas since I started but essentially they all involve finding and writing up bugs that come up in the game.

On FIFA, a large part of the audio work involves commentary. There’s a big, complex system that manages the commentary with the goal of making many individual lines sound like a real team doing play by play. Part of my job is making sure that what they’re saying is correct and that it’s following the guidelines the artists and developers have put in place. Sometimes it involves trying to hit the post in a particular way for a couple hours while other times it’s going through a season and trying out every possible win/loss/tie scenario to make sure they all work.

You are also working for several publications, interviewing game industry sound designers. How did you get involved in that?

Brad: After graduating, and obsessively reading everything I could about how to become part of the game industry, it became clear to me that there is no set path that will get you a gig. You just have to ask yourself – what am I good at and what can I do? Well, I wouldn’t say I excel at conversation but I have a decent grasp of the English language and figured that I could think of interesting questions to ask people. I read a lot of interviews and I often have questions that aren’t asked. It was really just a matter of deciding to do it one day. This way I can get to know people, I can listen, I can learn a lot, and I can help promote them. It’s a win for everyone.

With how connected the world is now, there’s no shortage of things you can do for free. In the case of interviews, you’d be surprised how much you can get by just asking. A lot of audio people are involved in social media so that’s been a great way to connect. If I had to pick one characteristic that has helped contribute to the small successes I’ve had so far, I think it would be being really actively interested in your craft because people do seem to respond to that.

Thanks for speaking with us, Brad. Best of luck!