Project Overview: Museum of the Future - Journey to OSS Hope
Early Involvement and Design Phase
• Client : Framestore London
• Concept: Designed as a space capsule, it is in reality inside a freight elevator that transports guests to the top of the Museum , ,docking with the space station OSS Hope, to start their adventure
• 10x 75-inch screens simulate a realistic lift off view of Dubai.
• Sound System:
• 14 audio channels.
• LFE (Low-Frequency Effects) channels.
• Grab handle bass shakers for tactile feedback.
• Recommended optimal speaker placements for immersive sound.
• GCRS Studio 8 in London calibrated to match the elevator’s dimensions.
Sound Design and Premix
• Developed sound design over several months.
• Evolved the design in tandem with Framestore’s VFX progress.
• Premixing:
• Mixed the audio in a bespoke multichannel format to prepare for on-site adjustments., creating a cinematic soundtrack
On-site Mixing in Dubai
• Helped to configure the sound system inside the elevator to make the most of the space and soundtrack
• Conducted final mixing and troubleshooting within the moving elevator.
• Rehearsed the mix to ensure quality and consistency.
• Utilized Dante for playback through the sound system.
• Rendered and ingested final mastered multichannel audio into the elevator’s 7th Sense media server, working with AV SPL UAE
Key Considerations
• Immersion and Captivation:
• Ensured the sound was immersive regardless of elevator capacity or visitor location.
• First Impression:
• Focused on making the journey to OSS Hope memorable as the initial experience for Museum visitors.
Key Points
• Early collaboration and continuous evolution with VFX progress ensured cohesive audio-visual synchronization.
• Detailed attention to speaker placement and studio calibration for accurate premixing.
• Extensive on-site testing and mixing to adapt to the unique environment of a moving elevator.
• High-quality, immersive audio experience was a priority to leave a lasting impression on visitors.
Project Overview: REFUGE Created for AMV and Wave Studios London
The striking visuals will be accompanied by a dynamic soundscape, featuring the voices of well-known actors and TV personalities, including Olivia Colman, who won an Emmy and Golden Globe for her portrayal of Queen Elizabeth II in The Crown; Bella Ramsay, celebrated for her role in The Last of Us; and Adjoa Andoh, known for playing Lady Danbury in the Netflix series Bridgerton. Their powerful renditions of survivors' words will bring the campaign to life in a truly immersive experience.
Refuge ambassador Olivia Colman said:
“Abuse doesn't always look the way we expect it to. It's in the small moments, the quiet control, and the silent manipulations. No red flag is too small to be noticed, because every woman deserves to live without fear.”
Bringing the physical and digital worlds together, this event will showcase the advanced technology of Outernet London’s immersive space, making use of the most advanced screens in the world to mirror the physical red flags, highlighting the scale of the issue.
Premix
• Studio Location: Rajsound
• Mixed the sound in a multichannel format over a few days.
Early Morning Test Mixes
• Location: The Now Building, Outernet London
• Conducted early morning test mixes to understand the building’s acoustics and the technical setup.
Project Overview: Netflix’s 3 Body Problem Trailer, Created by Trailer Park Group London
Sound Design and Premix
• Client:Trailer Park Group London for Netflix
• Content Creation and Creative: By Trailer Park GroupLondon
• Studio Location: GCRS London
• Mixed the sound in a multichannel format over a few days.
• Focused on creating an immersive audio experience suitable for The Now Building’s bespoke sound system.
Early Morning Test Mixes
• Location: The Now Building, Outernet London
• Conducted early morning test mixes to understand the building’s acoustics and the technical setup.
• Gathered insights on how the sound would interact with the space and multichannel system with the doors open to the busy London environmental sound
Adjustments and Final Mix
• Studio Adjustments:
• Returned to the studio to make necessary adjustments based on the test mix feedback.
• Refined the audio mix to better suit the acoustics of The Now Building.
• Conducted a final live onsite mix at The Now Building.
• Ensured the sound matched the multi-screen visuals and the bespoke audio setup.
Technology Used
• Dante: Utilized to play the mix through the bespoke multichannel audio setup.
• Ingested the final audio into the L-IASA server for playback synchronized with the visuals created by Trailer Park
Key Points
• The project involved a detailed understanding of both studio mixing and live onsite acoustics and tech
• Early test mixes were crucial for adapting the sound to the specific environment.
• The final mix was a result of iterative adjustments and live testing to ensure the best possible auditory experience.
Integration with Dante allowed seamless playback through the complex audio setup at The Now Building.
Based on Lionsgate’s global blockbuster franchise The Hunger Games, 'Mockingjay Flight' is a 3D motion simulator at Lionsgate Entertainment World that lets riders join the rebellion to try and escape The Capitol..
Created by Framestore London for Thinkwell
Project Overview: Mockingjay Flight 3D Motion Simulator
Sound Design and Premix
• Location: Sound design was done at my home studio with final premixing @GCRS
Studio Configuration:
• Emulated the ride environment.
• Used a Dolby Atmos configuration.
• Added bespoke panners for additional speakers.
• Premix Objective: Prepared the sound design to closely match the final immersive experience on the ride.
Final On-site Mix
• Location: Lionsgate Entertainment World, China
• Technology Used:
• Dante: Employed for accessing the multichannel audio system and server.
• Kraftwerk: Commissioned the multichannel system and server.
• Mixing Process:
• Conducted live mix using the full motion simulator to ensure accuracy.
• Rendered the final mix and imported it into the media server.
Key Points
• The project involved sophisticated audio configuration to match the immersive nature of the simulator ride.
• Premixing in a London studio allowed for detailed sound design before on-site adjustments.
• The use of Dante and Kraftwerk’s commissioned system ensured high-quality audio distribution and integration.
• Live mixing with the simulator in motion was crucial for achieving the desired effect.
• Finalized mix was seamlessly integrated into the ride’s media server for consistent performance.
Sent from my iPhone