The last time we mentioned Sound Design for Visual Media grad Allan Levy he was working on the PS3 exclusive ModNation Racers, which Game Chronicles called a “masterpiece” and “the best kart-racing title in the history of gaming.
Allan worked for United Front Games in automatic dialogue replacement (ADR) integration, and now freelances and does sound design for Thought Bubble, a not-for-profit motion graphics studio that promotes social justice, working with clients such as the David Suzuki Foundation.
Allan found time in his schedule to chat with us about his career and his time at VFS.
You’ve done a lot of work in video games. Can you talk about the particular challenges in working with sound in that medium?
Allan: Yes, indeed, video games have been a source of bread and butter since around 2001 when I landed my first gig at Radical Entertainment as a freelance composer on the game Dark Summit, and then again in 2003 when I landed the same role on The Simpsons Hit and Run. Around that time, though, many game studios employed a common practice of having Hollywood film composers do the score. As a musician and composer, I had no real experience in sound design and as such was out of the gaming industry for a few years. This changed once I had graduated from VFS. In fact, the day after my graduation I began working as the Lead Sound Designer on the game Crash: Mind over Mutant at Radical Entertainment.
How so soon, you ask? Well, I was actually freelancing for Radical while attending VFS (I don’t recommend doing this, though … way too stressful) and handled all the dialogue editing and mastering for the game Timeshift while in my third term. It’s true that Radical had its eye on me, but it’s also true that without my experiences at VFS I would not have been able to deliver quality assets and mixing on my first game as a sound designer in a timely and professional manner.
In terms of the challenges, there are many. The biggest perhaps is learning to use proprietary implementation software specific to a particular game studio or game. No school can prepare you for this; however, conceptually, VFS was able to provide exercises that were extremely helpful in getting an understanding of the steps necessary to get your sound effects and or music from a Pro Tools session into an implementation platform.
How did your time in VFS Sound Design help prepare you for your current employment? Did you feel “industry-ready” after graduation?
Allan: VFS was instrumental in my preparation for my current employment. In a workplace with both newcomers and industry veterans, it’s important that we are all speaking the same language. Whether you’re an audio designer, a picture editor, a script writer, a project manager or producer, we must all understand a common language: ADR, DIA, M&E, VO, EDL, stems – to name a few things we speak of in this industry on a daily basis.
Aside from the terminology, though, VFS instructors and curriculum introduced me to industry standard editing, layering, session setups, mixing techniques and deliverable etiquette that I could have only learned by trial and error on the job. But who would have hired me without this understanding in the first place? Quite a gamble in such a fast-paced industry.
What kind of advice would you offer to aspiring sound designers looking to work in that industry?
Allan: The greatest piece of advice I can give anyone looking to work in this industry (or any industry for that matter) is to be respectful of your colleagues and open to advice and criticism from peers. The hotshot attitude usually only makes enemies and alienates those with whom you eventually work. Confidence in your capabilities is one thing…being a jerk is another.
Also, remember it’s a small industry so you’ll inevitably bump into former colleagues in different game studios. Obviously if they are all your friends it makes for an enjoyable workplace!
Thanks, Allan! Readers can follow Allan’s work at AllanLevy.com and ThoughtBubble.org.
Super Meat Boy, the indie platformer released in fall to near-universal praise, has a lot of charm, which is good when you’re giving gamers crippling cases of claw-hand from obsessively playing this punishing game. Retro fan service, adorable cutscenes, and hilarious death montages… They’re all a big part of why we love Super Meat Boy. And so are the sound effects. The ubiquitous squish-splat as your little red meat-cube wall-jumps and dodges buzzsaws is a huge part of the game’s character and integral to the experience. Those sounds are the work of Sound Design for Visual Media grad Jordan Fehr. As a freelance sound designer in Ohio, Jordan is involved in sound design for film and theatre, but it’s his recent game audio work that really stands out: including indies like Super Meat Boy and Steambirds and AAA titles like last year’s Donkey Kong Country Returns, developed by Retro Studios. On top of that, Jordan recently released his first independent sound library for sale, Power from the Past, a collection of late 18th and early 19th century machinery sound recordings. Super Meat Boy is easily one of 2010′s best-reviewed games – from before its release, with great showings at GDC and PAX, through its launches on Xbox Live Arcade and Steam. When it came time for end-of-year awards, the attention intensified – a nomination for Best Indie Game at the Spike VGAs, named Best Downloadable Game by EGM… The list goes on. And aficionados love the sound. “Jordan Fehr did a great job on [Super Meat Boy],” said one of the hosts of the Game Audio Podcast. ”All the sounds are super appropriate. There’s a level of variability. It’s all got this great tonal quality that lets it all sit in there. Ah, it’s been great.” (Tune in to 15:45 to hear it.) We caught up with Jordan recently to talk about the origins of SMB‘s meaty sounds, why a part-time deli job can be a handy thing to have, and his first sound library release. Jordan: Thanks a lot! We all followed the XBLA launch very closely. The project was two years in the making, and on that first day I was turning on my 360 in the studio just to see how many players were on the leaderboard, and it was going up by the hundreds every hour for the first couple days. Our guys at Microsoft said if we cracked 10,000 people that it was a big success on the initial launch, and we had at least 14,000 on the leaderboards on launch day. And obviously we were excited to see those numbers knowing that we had a Steam launch coming a couple months around the corner. You scour the net and read the reviews and impressions, it’s natural. And audio people accept that the sound probably won’t be mentioned… ha ha. Everyone is honored by the nominations and awards for end-of-the-year stuff for 2010. Being on lists with Mass Effect 2 is just surreal. It was a small team behind this game – as a sound designer, how does that experience compare to working on a big title like Donkey Kong Country Returns? Jordan: One major difference was that I was responsible for all the sounds in Super Meat Boy, and there was no mentor or boss above me with more experience that I could go to for help or advice. But in terms of actual work flow, it is very similar. You want to have one person to report to, so things don’t get confusing, and as long as they are the decision-maker when you deliver assets, things go smoothly. This could be the audio director in the case of DKCR, or it could be the creator in the case of Super Meat Boy. The only other difference is that working on a bigger title has some more organization sometimes, because production was already underway before I arrived, so I would have detailed lists to work from on a dedicated server that would be updated daily. On an indie game with no budget at all like Super Meat Boy, it was just random emails at all hours of the day, or Skype. There are good things about both. Getting thrown in the deep end to fend for yourself can be good sometimes, but learning from someone like Scott Petersen at Retro is completely invaluable too. It is also comforting to know that on a AAA title there are people worrying specifically about audio implementation and QA, so you can rest easy knowing someone is devoting time to making sure your sounds are playing back properly. On an indie title you might not have the time or ability to do that kind of testing, so you have to trust the programmer or designer when they say that everything is okay, which can be scary. Jordan: Thanks for saying so! A lot of the character sounds were actually meat. I was working part time at a deli during at least the first half of production on SMB, and I would grab things like slabs of turkey fat that they were throwing out and take it home. Sometimes, as is common, the actual thing didn’t produce the right sounds so I would use other types of squishes and squirts to get detail or wetness that I was missing. Funny story… While I was at VFS I did some “squish” type sounds for a class project, using things like the insides of a pumpkin, wet noodles, and all sorts of other vegetables and fruits, and a lot of that source keeps getting used in various things I work on. In the end, its all about combining and layering to make things work. You should use a multi-track editor for design and build a language of sounds to pull from that are unique to each project, especially if you are working on more than one at the same time. Trying things out is the fun part. When you freelance, you’re sacrificing some stability. If someone thinking of following in your footsteps were to ask about that freelance path, what would you tell them? What are you gaining by going that way? Jordan: I never really had a choice, honestly. I thought when I got out of school that I would never want to be a freelancer. Stability is my friend. But the catch-22 in both the film and even more so the games industry is pretty hard to get around, and I was turned down a lot for a while at studios even after getting several on-site interviews. So I would work nights on sound design after working all day at a day job, just keeping sharp and doing Flash games for little to no pay. With a little bit of luck and a lot of emails to people, I finally caught breaks in both independent film and independent games because those are the ones willing to give you a shot sometimes. But I couldn’t ever afford to move to the West Coast and try to work in LA or San Fransisco. With the internet the way that it is, I’m lucky, because I’ve been able to work from a distance thus far. Games are still kind of like the Wild West – there aren’t any rules. Some companies only work with in-house audio people, but you would be surprised how many don’t. I am sure if you spoke with the VFS guys working Seattle and Microsoft they could give you the other perspective, but there are things that are very hard about freelance. You have to deal with business all the time, which I hate – I just want to do sound design like most creative people, not deal with negotiations, contracts, and money all the time. You have to pay more tax for not having a boss. You don’t have access to studio equipment or company money to buy or rent gear that you might need. So you slowly build things up with each project, and save, save, save money for the lean times. You have to be good at what you do, and really care about it. If you aren’t passionate enough about sound design to the point where you think and talk about it all the time, it might be hard for you. I can’t even be sure if freelancing is going to work for me in the long term, but I hope so! Jordan: I would like to do more in the future, sure, but it depends on if I find something unique to offer. This new onslaught of independent sound libraries is a great thing for sound designers. The large, commonly used libraries are pre-designed sounds that are processed and ready to use. But being able to buy very specific types of raw material straight from other guys like me is fantastic. They are sound designers, so they know what you want in terms of organization, filenames, and metadata. The ones that really do well are the ones that offer one of two things: A) they are material that is very difficult logistically to go get or expensive to just go record or B) they are very unique and would be hard for others to get access to. My first library is the latter. I had access to something pretty unique, so I knew other people might want it. But the key is that these libraries are high sample rate, and they are raw, unprocessed material. That way, the person buying them on license can use them to make their own material, not just use the library sound effect as-is. Which is perfect for freelance sound designers, or in-house teams looking to beef up their library with custom stuff. We are the boutique SFX shops, essentially. Frank Bry has been a great help me to me in this area, and was a big driving force in this new revolution. Any sound guys reading this, check him out at therecordist.com. Thanks, Jordan! Readers can check out Power from the Past right here. Super Meat Boy, meanwhile, can be downloaded now on Xbox Live Arcade or, for PC gamers, Steam.
It marks another milestone in a banner season for Sound Design for Visual Media grad Jordan Fehr, too. As a freelance sound designer based in the U.S., he did the SFX for the XBLA title Super Meat Boy, which is both highly acclaimed and brutally hard – the recipe for a lasting cult classic. On Donkey Kong Country Returns, he contributed his talents as a sound effects designer. A great couple of months!
Listen to the sounds of Fable III and you’ll hear some noticeable contributions made by three Sound Design for Visual Media grads – Robbie Elias, Noa Lothian, and Kyle Fraser – out of the Microsoft Game Studios SoundLab. “Noa and I both got a chance to do creature design for two creatures in the game.” Robbie explains of the trio’s work as sound designers. “In one case, we used our own voice mixed with animal vocals and heavy processing to create an original design for each set of vocals.” Kyle, meanwhile, cut particle effects like magic shields and electricity. Most of Robbie’s time on Fable III involved being in the Foley room, capturing details for in-game animations – everything from cloth to kisses to footsteps to body falls. And then came the dogs. Robbie recorded eight of them for the sounds of the game’s canine companion. “Funny story about this,” Robbie says. “I almost got attacked by one of the dogs. His name was Butch, and he was one of the meanest dogs I have ever encountered. If you put your hand near him when he had a treat he would literally make the sound of a demon from hell.” “One of the best recording sessions I have ever been a part of.” Robbie Almost Dies (MP3) (WAV) “We used eight microphones for each dog,” he says, “which in included a 4-mic array setup (two 8040s, 416, and a MKH 40) around each dog, a stereo hand held MS rig, MKH 30 and 40, and a stereo ‘distant’ setup.” But what about those singing chickens? Noa got to design some short songs for the game, including this one. “The chicken song was mostly Noa and myself ‘bawking’ the melody of the song in a VO room,” Robbie says. ”Then Noa layered in some real chickens to make it sound authentic.”
Super Meat Boy, a 2D platformer that distills all the good stuff of the genre’s golden age (and then adds meat) hit Xbox Live Arcade last week. The reviews for this indie upstart? Through the roof. Here’s a taste, from Eurogamer: “Super Meat Boy starts out as just another indie game that revels in driving you crazy, but you end up crazy in love.” Says Destructoid: “First there was Donkey Kong, then came Mario, Mega Man, and Sonic. Now we have Meat Boy. The world’s newest 2D platforming legend has arrived.” It’s one of the best-reviewed games of the year, easily. Why do we care? Well, we’re gamers. But we’re also psyched that Super Meat Boy features the work of Sound Design for Visual Media grad Jordan Fehr, who was responsible for the game’s sound effects! Super Meat Boy will be ultimately become available via WiiWare, and also PC/Mac. For now, get thee to XBLA!
Dead Rising 2 was developed in Vancouver by Blue Castle Games and is yet another major milestone for the industry here. In fact, Capcom liked Blue Castle’s work so much that they bought the company earlier this month, creating Capcom Game Studio Vancouver! A half-dozen VFS grads are credited on Dead Rising 2, from Sound Design for Visual Media, Game Design, Digital Design, and 3D Animation & Visual Effects: Andrew Kalmbach, Audio Designer And a dozen or so more grads worked at Blue Castle during the title’s development in a wide variety of roles, with many having contributing to Dead Rising 2: Case Zero, the 360-exclusive downloadable prologue released a few weeks ago! Of course, we were also honoured to welcome Creative Director Jason Leigh and Level Director Josh Bridge at Game Design Expo this past year, where they delivered a memorably gruesome presentation and first look at the game. Here’s part one: And finally, an interview with the Josh and Jason, conducted by Head of Game Design Dave Warfield: You can see lots more interviews and presentations at gamedesignexpo.com/videos!
“I actually recorded and edited all the explosions used in Crackdown 2,“ Robbie says. ”We recorded them just outside of Seattle using a friend of a coworker of ours. It was a blast. We got some great source for me to use. The most interesting sound came from burying a hydrophone three inches under the ground, where the explosions were being set off. It sounded like a great low frequency sonic boom.” Collectively, their work on Crackdown 2 involved recording everything from Tesla electric sports cars to broken glass. “My favourite sound in the game was the shopping cart,” he explains. “Kyle actually beat up a shopping cart from a local grocery store. It sounds great.” “Kyle still has not returned the cart.”
Already highly respected by gamers and critics, the company is smack in the middle of a hot streak of epic proportions, between last fall’s acclaimed Dragon Age: Origins and the upcoming Star Wars MMO The Old Republic. But it’s not unreasonable to suggest that today’s release of Mass Effect 2 could top them both. Reviews are over-the-top good. We’ve already got a Game of the Year candidate on our hands. Jordan Ivey, a graduate of the Sound Design for Visual Media program, was one of five VFS alumni on Mass Effect 2‘s audio team. (It’s fair to say VFS grads were an influential part.) That’s pretty special in its own right, but when the project at hand is a well-reviewed sequel to one of the best-liked RPGs of recent years, from a developer renowned for its innovative approach to interactive narrative… it’s something else altogether. Jordan, taking time out of a well-deserved vacation to share his thoughts on the release, says the team’s overwhelming focus was on immersion. ”Be it a powerful biotic or the blast of a shotgun, the places you visit, or the creatures you battle, our goal is to make it as real and believable as possible,” he says. “To make you feel powerful when you’re taking on a swarm of enemies or panicked when alarms and lights start flashing while your ship is under attack.” Mass Effect 2 is epic. At upwards of 30 hours of gameplay, almost one hundred voice actors, a sweeping plot full of galactic action, drama, and intrigue, and a narrative system that’s been described by reviewers as “the future of storytelling in video games”, the game has what Jordan calls “an incredible amount of material,” which might be putting it lightly. That means the audio team needs to be large, talented, and on-the-ball. Most of all, they need to be involved in the big picture. ”We work quite closely with all the departments across BioWare,” Jordan explains. “I think it’s part of that interaction that helps us create the kinds of games that we do. I speak to designers every day to make sure that I’m as in the loop as possible for any changes that might come down the pike. In fact, if anything, the biggest challenge might be meeting the colossal expectations that come with any project bearing the BioWare logo. ”The bar [for audio] on ME2 was set very high,” says Jordan. “But that’s true of all departments.” “We know that the fans expect a lot from our games. There’s a lot to live up to with each release, but we have such a great group of people here that have really made something special.” “We take what we do seriously, but we have a lot of fun doing it as well.” Mass Effect 2 is in stores today. For more, visit the official site. To find out more about the other VFS alumni who worked on it, check this post.
Super Meat Boy, a charmingly gory-looking old-school platformer coming this year to WiiWare and PC, has been nominated for two 2010 Independent Games Festival awards, including the Grand Prize and the award for Excellence in Audio. We’re especially excited about the latter, because it just so happens that 2008 Sound Design for Visual Media grad Jordan Fehr is Super Meat Boy‘s sound designer! (The audio team is apparently just Jordan and the composer.) Congrats! The 2010 IGF awards will be presented at GDC in March. Check out the complete list of finalists, and take a look at this Super Meat Boy preview, courtesy of IGN:
We last caught up with the Sound Design grad last year to talk about his work as the Audio Lead for Rockstar San Diego on such Next Gen titles as Midnight Club Los Angeles. This time, he gave students an insider’s peek at the burgeoning field of Game Audio. Nassim gave an overview of the game industry’s company structure and the field of game audio, then showed off an audio demo of Midnight Club Los Angeles. He wrapped up by offering tips on finding work in the industry and taking questions from the audience. He left students with some useful nuggets of advice: “Selling yourself is the most important thing – it’s half of what it takes to get a job. While you’re at VFS, ask questions non-stop. Everything you learn at VFS is important and relevant to master because it all applies when you leave.”
The Man Behind Super Meat Boy’s Squishy Sound
There’s a method to the meat.
First of all – congratulations on Super Meat Boy’s success! How closely were you watching the reaction when it first hit XBLA, through the Steam launch, end-of-year awards, and so on?
Much like the end-of-level death montages, SMB’s sound effects are a big part of the game’s charm. Can you give us a general sense of what went into the effects?
What prompted you to package and start selling the Power from the Past library? Can we expect more?Donkey Kong Country Returns
In a year that’s seen a number of very respectable remakes, reboots, and reimaginings of classic games, Donkey Kong Country Returns might be one of the best. The Wii exclusive now in the hands of developer Retro Studios (Metroid Prime) is drawing rave reviews ahead of tomorrow’s North American release.Behind the Sounds of Fable III: From Chicken Singalongs to Very Angry Dogs
Before reading this story, turn your speakers on and listen to the song above. Trust us. We’ll get back to it in a minute.The Sound of (Super) Meat

Dead Rising… Reanimated
The zombie hordes are back! Dead Rising 2 hits store shelves in North America tomorrow, and that gives us lots of reasons to party. For one thing, the gaming press likes this evolution of the fun-but-flawed original. Better save system? Smarter NPCs? Crazy weapon combos replacing photo-snapping? Sign us up.
Jodie Kupsco, Audio Designer
Devan Kraushar, Audio Designer
Jeffrey Chang, Level Designer
Randolph Stayer, Level Designer
Fredrick Fassé, AnimatorSound Grads on Crackdown 2
Crackdown 2, the Xbox 360 sequel to the bestselling 2007 shooter, comes out today, and three Sound Design for Visual Media grads – Robbie Elias, Noa Lothian, and Kyle Fraser – were part of the relatively small Microsoft team responsible for the sound. Including lots of things going boom.
Photo courtesy of Robbie Elias
The Sound of Mass Effect 2
BioWare is on fire.
That is to say, for a sound designer who wants to be challenged – by scope, by subject matter, by complexity – the Mass Effect 2 team was the place to be. For Jordan, who also worked on Dragon Age, it was also a welcome change of pace. Then often get paired on bookshelves, but for a sound designer, the fantasy and sci-fi genres are polar opposites. “Being able to work in a world of elves, mages, warriors, and dwarfs and then jumping to the outer reaches of space allows us to work in nearly every type of environment conceivable. It’s as varied a palette as you could have, and it’s a fantastic balance to have,” he says.
The buzz, the excitement, and the early reviews – that’s gravy. “Watching the reviews come in and watching the excitement grow on the forums over the months is awesome,” he says. “It’s very a very rewarding experience to be able to be part of something like this.”Sound Grad on Indie Game Finalist
Rockstar Audio Lead Talks Game Audio
Nassim Ait-Kaci‘s opening words to the packed house of students who attended his three-hour guest lecture this Tuesday were certainly encouraging: “I can’t emphasize enough what a great program you’re in.”








