Dolby Creator Talks

Dolby

Join the Dolby Creator Lab director Glenn Kiser in conversation with the artists who are using image and sound technologies creatively in some of your favorite films, TV shows, video games, and music.

  1. hace 3 días

    307 - Walter Murch on the Languages of Film Editing and Sound Design

    Legendary editor, sound designer, writer, director, and seminal author Walter Murch returns to the show to discuss his latest book, “Suddenly Something Clicked: The Languages of Film Editing and Sound Design.” The three-time Academy Award® winner reflects on a remarkable career that includes film classics like “The Godfather” series, “The Conversation,” “Apocalypse Now,” “The English Patient,” and “American Graffiti,” while exploring the hidden languages of cinema, the relationship between sound and image, and how creative choices in sound can be among the most powerful tools for immersing an audience into a character’s subjective experience. “The job of the film editor [is] translator of the text of the screenplay into another language, which is the language of pictures and sound. And as much as a picture is worth a thousand words, a word is worth a thousand pictures... We can solve a problem with audio/visual, but if an actor says a single word, everyone understands [where] we're going. We don't need those pictures or those complicated sound designs. Just tell me the word. On the other hand, pictures and sound can get at stuff for which we have no words yet.” —Walter Murch, Author, “Suddenly Something Clicked: The Languages of Film Editing and Sound Design” Be sure to check out “Suddenly Something Clicked: The Languages of Film Editing and Sound Design,” available wherever books are sold. Please subscribe to Dolby Creator Talks wherever you get your podcasts, now available as a video podcast on YouTube and Spotify. Learn more about the Dolby Creator Lab and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

  2. 6 oct

    305 - Director Lance Oppenheim and the Making of Primetime

    Lance Oppenheim returns to the show to discuss his first-ever narrative feature film, “Primetime,” starring Robert Pattinson as “To Catch a Predator” host Chris Hansen. He is joined by members of his longtime creative team to break down the film’s audacious juxtaposition of truth and fiction: Everything from shooting with (literally) dozens of cameras and recording formats, filming much of it like an actual documentary, at its deliberate use of “fever-dream” editing, music, and sound design, resulting in an astonishing film that begs the question, “what is real?” “I want everyone [here]… to do something that [they] would never do with another filmmaker. I want to give them the same freedom, really, that also I was giving Rob [Pattinson] as a performer… it's my job to perfume my excitement about the subject and the approach, and see how it takes shape with other people. That's the most beautiful part of making films, the collaborative dimension of it.” —Lance Oppenheim, Director, “Primetime” Joining this conversation: - Lance Oppenheim – Director - Paul Hsu – Sound Designer and Re-recording Mixer - Chris Welcker – Production Sound Mixer - David Bolen – Director of Photography - Daniel Garber – Editor - Ari Balouzian – Composer Be sure to check out “Primetime,” now playing in theaters in Dolby Atmos®. Please subscribe to Dolby Creator Talks wherever you get your podcasts, now available as a video podcast on YouTube and Spotify. Learn more about the Dolby Creator Lab and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

  3. 8 sep

    303 - The Immersive Sound of Cairn

    The sound team behind “Cairn” joins guest host Alistair Hirst to discuss the immersive sound design and mix of this survival-climbing game from acclaimed French indie studio The Game Bakers. Built around the tension, focus, and physicality of climbing a massive mountain, the game uses detailed Foley, breathing, wind, environmental soundscapes, and a sparse musical score to make every handhold, footstep, and moment of silence feel essential… and perilous. “The core gameplay is climbing. So that was all about the small Foley sounds, differentiating between different [holds]… There’s [also] a whole breathing system, which is the primary stamina feedback. It was really nice for the developers to say, ‘Hey, we want audio to be the primary feedback to the player on the stamina,’ rather than having stamina bars.” —Martin Stig Andersen, Audio Director, Sound Designer, and Composer, “Cairn” Joining the conversation: - Martin Stig Andersen – Audio Director, Sound Designer, and Composer - Lukas Julian Lentz – Lead Sound Designer Be sure to check out “Cairn,” available now in Dolby Atmos, on supported systems. Dolby Atmos is just as impactful for indie developers as it is for major AAA games! Game developers interested in bringing Dolby Atmos to their own projects can learn more here. Please subscribe to Dolby Creator Talks wherever you get your podcasts, now available as a video podcast on YouTube and Spotify. Learn more about the Dolby Creator Lab and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

  4. 11 ago

    300 - The Groundbreaking, Immersive Sound of Mexodus

    The Audible Original® adaptation of “Mexodus” brings the acclaimed Off-Broadway musical into a new immersive audio experience in Dolby Atmos®. Created and performed by Brian Quijada and Nygel D. Robinson, “Mexodus” is a live-looped, two-person musical set in the 1850s, telling the powerful story of the Underground Railroad that led south, following enslaved people who sought freedom across the Rio Grande into Mexico. Quijada and Robinson join sound designer Mikhail “Misha” Fiksel to discuss both the live stage production and the Audible Original adaptation, and how they used music, sound design, foley, live performance, and an immersive audio mix to bring this story to life, in two radically creative ways. “My obsession with this [immersive audio] medium is that it's [for] an audience of one. For most people, it's an intimate experience between their ears. So literally the sound is kind of actually inside them. But using spatial dynamics, you can place the audience at different kind of perspectives, different vantage points… It's no longer a realistic experience, but much more [a] sort of impressionistic and psychological experience for the audience.” —Mikhail “Misha” Fiksel, Sound Designer, “Mexodus” Be sure to check out The Audible Original adaptation of “Mexodus,” now available on the Audible app in stunning Dolby Atmos. “Mexodus” tour dates and ticketing information can be found here. Please subscribe to Dolby Creator Talks wherever you get your podcasts, now available as a video podcast on YouTube and Spotify! Many, many thanks to YOU, our audience, for being with us for 300 episodes! We can’t wait to bring you our next 300. Learn more about the Dolby Creator Lab and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

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Join the Dolby Creator Lab director Glenn Kiser in conversation with the artists who are using image and sound technologies creatively in some of your favorite films, TV shows, video games, and music.

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