10 second sound design technique Asbjoern Andersen


Want to improve your sound design skills? Here, sound designer Barney Oram shares his 10-second technique; a simple but effective approach he's been successfully using for years to hone his skills:
Written by Barney Oram
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The 10 second sound design technique is a method I’ve been using over the last few years as a tool to rapidly improve my sound design skills. It’s a simple principle, and encourages depth and detail your sound design work, without demanding a big time investment to complete. I think this technique is best suited to those starting their sound design journey, or those who are looking to improve their skills in a specific niche of sound design.

Improvement comes from iteration; doing something over and over, learning from each attempt

One of my aims, in all of my work as a sound designer, is to make great sounds. I want to design sounds that tell stories, sounds that inform the audience, sounds that build a world. These aren’t trivial tasks; in fact, it can be very challenging to make sounds that both have depth, and sound cool. I think it can seem daunting, especially when starting out, to compare your work to major films and games, that have seemingly incredible sound design work – and wonder if you’ll ever be as good as that. For me, that was scary, but also a motivator. It made me want to figure out what they were doing – how they were creating their sounds – and how I could do the same thing. What I wanted to do was improve my skills – and improvement comes from iteration; doing something over and over, learning from each attempt, and slowly getting better. It’s as simple as that – you’ve just got to practice.

The key to being able to create great sound design is to practice it

Practice makes perfect. It’s taken some years to realise this for myself, but I think the key to being able to create great sound design is to practice it. As with everything, the more practice you put into something, the better you become. Through practice you develop taste, you develop an understanding for how sound, textures, and frequencies function together, and you become quicker at making the decisions that lead to creating great work. It might seem like an obvious concept – but I think it’s an important one to remember.

But how do you practice sound design effectively? I found that doing small and frequent work is a great way to learn. I’m a big fan of doing sound re-designs – taking a clip of media and re-designing the sound for it. This is a helpful exercise to do, as it allows you to practice your craft, and enables you to develop your perception of how sound functions alongside visuals. I wasn’t interested in doing huge, long clips – or full mixes – I just wanted to focus on really in-depth, complex sound design, and for this to be something I could do on a regular basis – once every few weeks.
 

[tweet_box]10 Second Technique: Tips to Improve Your Sound Design by Barney Oram[/tweet_box]  

So I started by taking really short clips, and working with them. I think 10 seconds is the perfect length to start with. I’ve been teaching myself cinematic sound design in the last year or so – and I’ve been taking clips of visual media, choosing content that pushed me to explore interesting and challenging sounds – and spending 4-6 hours focusing on this tiny piece. This amount of focus, for a fairly considerable amount of time, has encouraged me to really dig deep into designing complex and original sounds. It’s encouraged me to experiment, to explore sound creation, and has led me to create work that I would’ve never considered myself capable of.

A big part of skill improvement is taking feedback from others

I’ve also found that a big part of skill improvement is taking feedback from others – preferably those who you consider to be better than you. Do a few 10 second re-designs, and send them to people you look up to. Often they’ll be able to suggest improvements and changes, even within such a short piece of work. Taking their advice forward into the next piece of work you do is crucial – this is part of how you improve.

It’s best to select a visual piece that focuses on the elements you want to work on the most

I think it’s best to select a visual piece that focuses on the elements you want to work on the most. For example, I try to avoid clips that contain dialogue – and if they do, I generally don’t address it – because this isn’t really my area of expertise. I try to push myself and pick clips that are challenging and complex, so that I can aim to expand my ability and capability in that area.

How to find material to re-design:

There are several ways to find material to re-design. Get permission from the original author of the video you’re looking to re-design, license stock footage, or seek out Creative Commons material from sites such as these: Vimeo – Creative Commons materialPexelsPond 5

You can also use Youtube’s search filtering option to filter by Creative Commons (Filter/Features/Creative Commons)

Next you have to decide if you want to reference the original sound, or not. If you’re wanting to take a clip and imitate the style of sound design used in it, then working with the original as a close reference is a good thing to do. For me, I’ve always tried to approach a clip with my own fresh perspective; so I think avoiding listening to or analysing the original sound of the clip is a good approach, thus not allowing it to influence your work.

Break the clip down into sections of focus, and try to build a narrative flow

Starting the piece, I like to spot through the clip and decide what the main ‘beats’ are going to be. This essentially means I’ll break the clip down into sections of focus, and try to build a narrative flow to guide my work. This can mean highlighting the particularly visually impressive moments, or perhaps sections with a specific tone or mood, or even aspects that have a clear narrative arc already strongly defined in the visual content. Practically I do this by adding markers to my timeline, and noting down a few ideas for each element.
 


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    You will find idle engine sounds, powerful engine revs, slow and fast starts, crazy accelerations and wild breaking, roaring overtakings, tandem battles, tire screeches and skids echoing beautifully in the air. The audio found in our library is not limited to startups, shutdowns and gear shifts, but also offers ambiences of pit lane and working team crews.

  • Mechanical Sound Effects Old Engines Grab Bag Play Track 486 sounds included, 265 mins total $129

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    The intention wasn’t to cover vehicles driving, but to get isolated and very closely recorded mechanical elements of engines and exhaust pipes as a source material for sound design. There are many starts, idles, revs, offs, RPMs variations, backfires etc. Some are heavy and large sounding, some are small and funny. Tractors were captured EXT and most of stationary engines INT, but since they are very closely recorded there is just a little amount of reverb on most of them.

    Most of engines are 1 or 2 cylinders and low horse power and their RPMs are also low. Thanks to this, many of those sounds aren’t tonal and can easily be used as additional layer with other design elements. They work great for adding vintage character, designing junky or funny vehicles, crazy huge steampunk machines or engines malfunction.

    Sounds were recorded using multi-mic setup: Sanken CO-100k (most of the time pointing mechanical parts), Sennheiser MKH-8060 (mainly for isolated exhaust pipe), Schoeps CMC6XT mk41/mk8 (general image) and part also with Trance Audio Inducer contact mics (adding unique mechanical perspective).

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    CASUAL UI | Sound Effects | Trailer

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    Feedback sounds

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    From arcade to how-to
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    INCLUDED SOUNDS – KEYWORDS
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    WHAT’S INSIDE?

    Delve into the authentic sounds of Asia with our comprehensive library, featuring a diverse array of audio assets meticulously tailored for the most beloved Asian gambling games, including:

    🀄 Mahjong: Experience the timeless allure of this classic game with custom tile sounds, winning effects, and atmospheric background music that perfectly captures the essence of traditional gameplay.

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    🃏 Baccarat: Immerse yourself in the sophistication of the casino floor with elegant card shuffling, dealing, and winning effects that add an extra layer of excitement to every hand.

    But wait, there’s more! Our library also includes audio assets perfect for other popular Asian gambling games such as SIC BO, TAI SAI, FAN-TAN, DRAGON TIGER, CHO-HAN, KENO, PAI GOW POKER, and many more. Plus, enjoy a selection of card, dice, and poker chip sounds, as well as win jingles and music loops – complimentary gifts from some of our related products!


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    • 380 Audio Files (190 original sounds) in High-Quality WAV and MP3 formats
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    READY TO ELEVATE YOUR GAMING PROJECTS TO NEW HEIGHTS?

    DON’T DELAY – DOWNLOAD NOW AND IMMERSE YOUR PLAYERS IN THE ULTIMATE ASIAN GAMBLING EXPERIENCE!

     

     

    Need more card, dice, chip, and coin sounds? Looking for additional table game sounds or Asian casino music? Explore our related products below:

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    Royal Cannon


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    Imagine a scene where a rope is about to break over an edge, an object being torn by a huge cable, a wooden structure about to collapse under stress and so on… Our brain is triggered by those rattling sounds or spine-breaking cracks coming from little fibers being split apart, parts of the structure creaking, wires scraping over edges…

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    All the source material and recording are acoustic, there are no digital effects applied. This guarantees natural organic harmonics, even way beyond our hearing. Pitching down the 192 KHz files will let you discover another collection of sounds!

     

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After this I like to create some ‘source’ for the project, to use in my sound design. This means I’ll take some conceptual ideas from my rough narrative flow and explore those, sonically, and build a mini library of content I can use in the piece. I often find that when faced with the pressure of a complex and challenging visual, coupled with a blank timeline staring back at me, I can become creatively overwhelmed and not produce my best work straight away. I’ve found using the approach of creating source material to use in my sound design is a great way to avoid this.

So if there was an interesting moment in the clip with, for example, a big sci-fi weapon charging up, I’d open a fresh project, and just start making sounds that are vaguely related to this concept of a sci-fi energy gun charge sound. Perhaps I might fire up a synth and build a few new charge-up style patches; perhaps I might search through my library for sounds with an interesting texture or quality that I could mix into a charge sound; or maybe just pick out some pre-designed charge sounds and tweak them a little to suit my project, accentuate elements by layering in other sounds, or process them with some interesting plugins. Once i’ve done all of this, I bounce all of these experiments into a folder – whether ‘good’ or not – and set aside, ready for the main pass.

Leave it for a day or so, and return with fresh ears to work on it again

Once I’ve got my direction and source ready, I begin to design. I generally work in a burst of 2-3 hours, and try to cover most of the main beats before stopping. The first sounds you create don’t have to be the final sounds – they can be, but I personally often find it is helpful to get a appropriate sound in-place, before tweaking and improving it later. When you’ve done this ‘first pass’, I like to leave it for a day or so, and return with fresh ears to work on it again. Often this break will allow me to come back to the piece with new ideas, and i’m able to quickly see the improvements to make to my work. After getting the piece to a good place after the second pass, I like to share it with a few close friends, for immediate feedback. I generally then take that onboard, make any tweaks or changes to the design as needed, and then do a quick mix pass on the whole thing – nothing too complex or time-consuming, just balancing levels, figuring out what elements to accentuate or not, and attempting to align the sounds with that original narrative vision I began with. After this process, I will then send the piece to someone whose feedback I know will really be helpful – usually someone with experience in that specific area of sound design. I take their advice and go back to the piece, changing it and improving it.
 

You may never be completely happy with a piece of work

I eventually decide a piece is done, when I can’t think of any further improvements to make to it. You may never be completely happy with a piece of work – but eventually you reach a point where you’ve learned all you can from that process. I try to take the new skills and approaches I’ve learned from that piece onto the next one – and start the process all over again. I’d really recommend this as a great way to get better at your design work. It can work for many different areas of sound design – take an aspect of sound design you perceive to be the most difficult or challenging – and try this technique. Create, take advice, repeat. And have fun!
 

Big thanks to Barney Oram for sharing this well thought sound design technique!


 

About Barney Oram:

Barney Oram is a video game sound designer, currently working for Cloud Imperium Games on Star Citizen. He’s passionate about designing sounds, and creating audio experiences that are visceral and exciting. Barney is an active member of the game audio scene in the UK and online, and is a co-host of the Soundbytes Podcast, a monthly podcast focused on games and audio. He can be found on Twitter, and on his personal website.

 

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  • Car Sound Effects Extreme Drift Play Track 360 sounds included, 220 mins total $49

    The Extreme Drift SFX library includes 360 HQ (24bit/96kHz) close and distant range perspective, auto racing recordings. Audio material of vehicles, drifting and maneuvering around race tracks at various speeds and densities taking corners and speeding on long straightaways.

    You will find idle engine sounds, powerful engine revs, slow and fast starts, crazy accelerations and wild breaking, roaring overtakings, tandem battles, tire screeches and skids echoing beautifully in the air. The audio found in our library is not limited to startups, shutdowns and gear shifts, but also offers ambiences of pit lane and working team crews.

  • Mechanical Sound Effects Old Engines Grab Bag Play Track 486 sounds included, 265 mins total $129

    “Old Engines Grab Bag” is a pack of numerous old, unique and characterful engines from early 1900s. It’s a massive collection of 56GB multitrack 192kHz recordings of old tractors and stationary engines, both diesel and gasoline fueled.

    The intention wasn’t to cover vehicles driving, but to get isolated and very closely recorded mechanical elements of engines and exhaust pipes as a source material for sound design. There are many starts, idles, revs, offs, RPMs variations, backfires etc. Some are heavy and large sounding, some are small and funny. Tractors were captured EXT and most of stationary engines INT, but since they are very closely recorded there is just a little amount of reverb on most of them.

    Most of engines are 1 or 2 cylinders and low horse power and their RPMs are also low. Thanks to this, many of those sounds aren’t tonal and can easily be used as additional layer with other design elements. They work great for adding vintage character, designing junky or funny vehicles, crazy huge steampunk machines or engines malfunction.

    Sounds were recorded using multi-mic setup: Sanken CO-100k (most of the time pointing mechanical parts), Sennheiser MKH-8060 (mainly for isolated exhaust pipe), Schoeps CMC6XT mk41/mk8 (general image) and part also with Trance Audio Inducer contact mics (adding unique mechanical perspective).

    The library is delivered as multitrack 192kHz files, as well as stereo mix of all microphones. Thanks to using microphones with extended frequency range, drastic pitch changes can be applied.
    All files have extensive metadata created in Soundminer, including leg picker with microphone labels.

    Demo files include pitched sounds, which are not delivered with library.

  • This pack includes 13 magic sounds, including fireball, water, lightning, curse and healing spells. Elevate your game’s enchanting atmosphere instantly with this expertly crafted sound collection.

    30 %
    OFF
Explore the full, unique collection here

Latest sound effects libraries:
 
  • User Interface (UI) Sound Effects Casual UI Play Track 3345 sounds included From: $129 From: $103.20

    CASUAL SOUND IN SERIOUS QUALITY

    Capture the attention with our expertly created UI sound effects, designed to delight and engage. Crafted for menu navigation, gameplay, rewards, and more to cover the core aspects of any casual game, video, or mobile experience. This collection is set to be go-to pool of sounds and will make your user interface sound design quick and easy. Drag, drop, and finish!

    CASUAL UI | Sound Effects | Trailer

    Upgrade your UI

    CASUAL UI covers a wide spectrum of sounds specifically designed for every aspect of a user interface and brings a playful dose of life into every tap, swipe, and click. With 15 categories, these high-quality, diverse sounds are created to be your UI sound foundation, providing you with the immediate flexibility you need to create an engaging auditory landscape.

    Feedback sounds

    Gaming and interactive content rely on sound to give feedback for actions and information. This casual games sound effects library was curated to give everything you need to build a positive and easy-going sonic base for your UI. From the excitement of discovering new game levels to achieving major milestones, these sounds transform user interactions into fun, memorable moments and keep audiences eager for more.

    From arcade to how-to
    With sounds that span from quirky and playful to neatly informative, CASUAL UI is a treasure trove designed to meet diverse creative needs – from positive videos to explainer content, and more – making it an indispensable tool in any content creator’s arsenal.

    INCLUDED SOUNDS – KEYWORDS
    CLICK, PLOP, WIPE, WHOOSH, CARD, COIN, POOF, EXPLOSION, IMPACT, SHIMMER, RATTLE, EFFECT, MATERIAL WOOD, MATERIAL PAPER, MATERIAL LIQUID, MATERIAL ROCK, UI, GAME, INTERFACE, MOBILE
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  • Embark on an auditory journey into the heart of Asian gambling with our meticulously crafted collection of royalty-free music and sound effects. Immerse your players in a world of captivating audio that’ll leave them craving more!

     

    WHAT’S INSIDE?

    Delve into the authentic sounds of Asia with our comprehensive library, featuring a diverse array of audio assets meticulously tailored for the most beloved Asian gambling games, including:

    🀄 Mahjong: Experience the timeless allure of this classic game with custom tile sounds, winning effects, and atmospheric background music that perfectly captures the essence of traditional gameplay.

    🎰 Pachinko: Feel the electric buzz of the arcade with dynamic sound effects that bring the thrill of pachinko machines to life. From bouncing balls to jackpot celebrations, our library has it all!

    🃏 Baccarat: Immerse yourself in the sophistication of the casino floor with elegant card shuffling, dealing, and winning effects that add an extra layer of excitement to every hand.

    But wait, there’s more! Our library also includes audio assets perfect for other popular Asian gambling games such as SIC BO, TAI SAI, FAN-TAN, DRAGON TIGER, CHO-HAN, KENO, PAI GOW POKER, and many more. Plus, enjoy a selection of card, dice, and poker chip sounds, as well as win jingles and music loops – complimentary gifts from some of our related products!


    ASIAN GAMBLING GAMES at a Glance:

    • 380 Audio Files (190 original sounds) in High-Quality WAV and MP3 formats
    • Sound Effects and Foley Recordings for every table and machine game mentioned
    • Background Environment Loops, short Music Jingles, and Loops included
    • Ready to use – no editing or splicing required
    • Categorized, organized, and individually labeled files for maximum efficiency
    • Unpacked Size: 161 MB | Total Run Time: 23m 48s
    • Drag and Drop Ready Files for seamless integration into your projects!
    • FREE Updates to higher versions, FOREVER!

     


    With over 1000 games worth of experience in audio production and a passion for gaming, we understand the importance of high-quality audio in creating immersive experiences. Our library is curated to ensure every sound is top-notch, allowing you to focus on creating unforgettable games that keep players coming back for more.



    READY TO ELEVATE YOUR GAMING PROJECTS TO NEW HEIGHTS?

    DON’T DELAY – DOWNLOAD NOW AND IMMERSE YOUR PLAYERS IN THE ULTIMATE ASIAN GAMBLING EXPERIENCE!

     

     

    Need more card, dice, chip, and coin sounds? Looking for additional table game sounds or Asian casino music? Explore our related products below:

    👉 Cards, Chips, and Dice Sound Effects with Dealer Voiceovers
    👉 Scratch Card Sound Effects and Music
    👉 Roulette Sound Effects with Dealer Voiceovers
    👉 Slots of Asia: China and Japan
    👉 Progressive Slots and Classic Fruit Machines

    GRAB YOURS NOW AND LET THE SOUNDS OF ASIA INSPIRE YOUR NEXT GAMING MASTERPIECE!

    17 %
    OFF
  • Royal Cannon is a mini sound library created by sound designer Barney Oram. It features recordings of a British royal cannon salute, fired by six WW1 field guns in February of 2020, to mark the 68th anniversary of Queen Elizabeth II’s accession to the throne. All sounds in the library are contained within one single 192kHz 24bit WAV file, with 23 individual takes contained within.

    These recordings were made using the Neumann 191, and have been decoded into a stereo file. The recordings have had some light cleanup but have been left mostly natural, with the sounds of the soldiers shouting and reloading the guns still audible.

    This library includes detailed SoundMiner metadata and utilizes the UCS system for ease of integration into your library.

    Behind the Scenes Video:


    Royal Cannon


    50 %
    OFF
    Ends 1714514399
  • Over 375 sounds of creaking materials, including breaking cables, ropes under tension and about to split, wires and strings under stress, metal friction causing tension. Recorded with a combination of Sanken CO100K and Nevaton microphones for full frequency sound content. Saved as 192KHz these files allow for high resolution editing. Useful for impact sounds in cinema, games or documentary, but also for cartoon sounds or even creature sounds as many of the recordings contain vowel-like screeching and scraping.

    Imagine a scene where a rope is about to break over an edge, an object being torn by a huge cable, a wooden structure about to collapse under stress and so on… Our brain is triggered by those rattling sounds or spine-breaking cracks coming from little fibers being split apart, parts of the structure creaking, wires scraping over edges…

    These sounds can be perceived as delicate but have a great psychological impact as we interpret these and know what is about to happen. So suspense is built with both background and close-up sounds. Useful when building tension, when creating a sense of upcoming climax, these sonic elements will work out to amplify the details that are often important but not always visible for the eye.

    All the source material and recording are acoustic, there are no digital effects applied. This guarantees natural organic harmonics, even way beyond our hearing. Pitching down the 192 KHz files will let you discover another collection of sounds!

     

  • This pack includes 13 magic sounds, including fireball, water, lightning, curse and healing spells. Elevate your game’s enchanting atmosphere instantly with this expertly crafted sound collection.

    30 %
    OFF

   

One thought on “10 Second Technique: Tips to Improve Your Sound Design by Barney Oram

  1. I know I’m late to this, but I literally just started stumbling into some of these practices about a week before finding this post and it has been working wonders! I wholeheartedly agree and encourage others to follow the idea of redesigning short clips to learn/improve your craft.

    I was looking for a way to simplify my process and reduce creative overwhelm when starting a project, and you hit the nail on the head with focusing on/creating specific sounds in a separate session before tackling the first pass. Will definitely be implementing that more in the future.

    Thanks a ton for sharing, Barney!

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