Black Mirror sound Asbjoern Andersen


Netflix’s Black Mirror only has three episodes in Season 5, but there is a lot to digest in these stories. Here we look at 'Striking Vipers' — recently nominated for an MPSE award for sound editing.

Supervising sound editor Steve Browell talks about designing sound for the episode's VR game, UI sounds for the near-future tech, and using sound to support the uncomfortable subject matter the series is known for.


Interview by Jennifer Walden, photos courtesy of Netflix
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I love the MPSE awards because it’s a celebration of all things sound editing — a chance for sound editors to recognize and honor the hard work of other sound editors. What could be better?
 
London-based supervising sound editor/sound designer Steve Browell and his Foley team of Barnaby Smyth (Foley artist) and Mathias Schuster (Foley editor) earned an MPSE nom for sound editing on Black Mirror Season 5, Episode 1 Striking Vipers in which two friends — Danny (Anthony Mackie) and Karl (Yahya Abdul-Mateen II) — discover the VR version of their favorite fight game Striking Vipers can be used to explore more physical aspects the developers didn’t intend, but their intimate encounters online start to have real-world implications.

In this interview, Browell talks about creating sound for Black Mirror’s tomorrow-tech, which is just slightly ahead of our own. Browell’s sophisticated UI sounds for the cellphones, dishwasher, gaming console, and even high-tech pinball machine are exactly how you’d imagine them to be — fresh yet familiar, sleek, and warmly digital (not harsh or invasive).

He also talks about using sound to help support the uncomfortable feelings that Black Mirror stirs up. The troubling stories and subject matter are bolstered by the subtle use of sound, which helps to evoke and enhance emotion.
 

Black_Mirror_sound-5

Supervising sound editor/sound designer Steve Browell

Black Mirror is such a disturbing series. The stories have a way of making you feel very uncomfortable, but also there’s so much that’s conveyed through the tone of the sound. How were you able to enhance that uncomfortable feeling through sound on “Striking Vipers?”

Steve Browell (SB): As with all my projects, I try to understand what the narrative is trying to do and then use sound to help convey that. What the show does well is play with your emotions, setting you up with the comfort of familiarity but then turning that upside down and leaving you with a feeling of loss, I guess. So in the episodes that I’ve done, I just try to build on that.

Sound is such a great tool for evoking emotion.

As humans, we are so preprogrammed with sound and it is fun pushing those buttons in the soundtrack, especially in the nuances of the ambiences. Sound is such a great tool for evoking emotion.

Black_Mirror_sound-8Was this your first experience working with director Owen Harris? Can you tell me about your collaboration on this episode? What were his goals in terms of sound?

SB: Striking Vipers was the first time we worked together. When I started the project Owen was living in Spain so we did not have the traditional spotting session together; our interaction was through email and phone calls. He sent through a great list of wishes that I tried to work into the track as best I could.

In addition to writing the shows, Charlie [Brooker] is very much the show-runner so it’s an interesting challenge making the director’s wishes work with Charlie’s overall vision. Luckily, I had worked on the episode “Crocodile” in Season 4, so I had an idea of how to navigate this. With all the Black Mirror episodes, the goal is to make it sound like tomorrow — not too futuristic, but as if it’s the technology of tomorrow.

Charlie and I are similar in age and maybe share an appreciation for an 80’s-retro style, which is fun to bring through. For example, in Striking Vipers it has this holographic pinball machine. It was fun trying to put a futuristic take on a machine with lots of nostalgia.

 

Pro Tools and all its plug-ins are great but it’s important to start with the idea of the sound you want in your head and then use the tools to get there. Don’t let the tools lead you.

The UI sounds in Striking Vipers, like the cellphone text sounds, the dishwasher sounds, and the game console sounds were all fantastic. They sounded high-tech and digital yet slick feeling….

SB: Thanks! It was a fun job creating all these UI type sounds. I really wanted them all to have a style specific to Striking Vipers and spent a lot of time matching their quality to the Machine/tech/speaker they played out of. I’ve got a bunch of old analog gear, like oscillators, delays, compressors, interesting distortion modules, and some modular stuff. So that’s a great source for original sounds. I then carve those into what I want to make in Pro Tools. Pro Tools and all its plug-ins are great but it’s important to start with the idea of the sound you want in your head and then use the tools to get there. Don’t let the tools lead you.

Black_Mirror_sound-3

 

Steve, if you’re ever looking for a new direction in your sound career, you should get into UI sound design. What you created for the tech in Striking Vipers had a pleasing, round-yet-digital slick feel. It was fantastic!

SB: My partner and I are friends with a project manager on the “Google Home” assistant in San Francisco. He is a fan of the show so I did drop a couple of hints the last time I saw him, saying that if they need someone to do some UI sound work I would be more than happy to help out.

 

Black_Mirror_sound-6

Another fun, old-school feature of this episode was the Striking Vipers fight game. Initially, it’s this 2-D console game reminiscent of Mortal Kombat. How did you handle the sounds for that 2-D version of the game?

SB: The reference was actually more on Street Fighter, and so I played a lot of Street Fighter beforehand to get a feel for it. I hadn’t played it before and so I spent some time getting a feel for how they dealt with sound and music in the game.

So I actually started working on the immersive VR version, Striking Vipers X, when Danny and Karl first drop in to the game. I had the sound of old Kung Foo fight scenes as a reference from Charlie. I also made it feel like the viewer was in the game and experiencing the impacts for themselves. So I got to work creating a very immersive but exaggerated fight sequence.
 

I’m a big proponent of creating all my content from scratch rather than just using libraries, so most of the sounds in there are completely original.

Funny, my next question was, “How did you expand the sounds of the 2-D game into the VR version?” But your approach makes much more sense!!

SB: Thanks. Yes, the sounds are essentially the same; they’ve just been manipulated to make them fit the aesthetic of the vintage game.

I probably make things harder for myself, but I’m a big proponent of creating all my content from scratch rather than just using libraries, so most of the sounds in there are completely original.


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What were some of your favorite fight sounds you designed for that game? How did you make them?

SB: The fight was a really interesting challenge. I loved the idea that some of the fighters were moving somehow faster than the graphics and leaving these motion trails behind them. Visually, these textures gave the sequence great fluidity and it was interesting to try and get the sound to hang in the air like the visual particles, and I was also trying to get the quality of the sound to feel textured like they were. In the end, it was decided that the music needed to drive the scene but there is a lot of very detailed sound work in there.

Visually, these textures gave the sequence great fluidity and it was interesting to try and get the sound to hang in the air like the visual particles…

Luckily, I did get to use some of these motion trails of sounds in the old-school game.

In terms of sound sources, some of it was synth-based and other sounds were natural fight sounds like impacts and cloth movement and whooshes. The low-end impacts on the hard hits (like when Lance gets slammed on the ground and the bricks break beneath him) were produced using plug-ins like the Avid Pro Subharmonic . I had created a lot of the sounds on some of the old analog gear I have, which I then shaped with plug-ins like Cargo Cult’s Envy , Audio Ease’s Speakerphone, Softube’s Transient Shaper and some of the Soundtoys plug-ins.Black_Mirror_sound-2

I mean, I’m just trying to follow the visual cues and enhance them with sound. When Lance hits the ground, there’s also debris and dust that floats up, so it was just a case of trying to get all those textures in there.

 

I love the design work of Danny entering the virtual world of the Striking Vipers X VR game. What was the aesthetic approach and how did you create that sequence?

SB: My partner, she probably gets fed up with me spending so much time creating sounds in the most elaborate ways, but I just love playing around and experimenting. Be that with physical items and recording them with mics or pickups or patching up old test gear and modular synths. I record a lot of this and am very diligent about cataloging it and adding it to my library. I might not have a use for those particular sounds at that time but I hold onto them. What’s nice about creating your own material is that it goes into your memory and always sits there. So when certain needs arise — like that sequence of Danny entering into the VR world — I already have a massive library of original material I can pull from.

I use Soundminer as an asset management tool, but it’s also a great creative tool, like for recording live pitch-shift performances.

I use Soundminer as an asset management tool, but it’s also a great creative tool, like for recording live pitch-shift performances. So for some of that sequence, I started with the synth-based sounds and manipulated the playback speed via the pitch-shifter in Soundminer. Also now in V5, the sampler is a great addition.

 

Black_mirror_sound-1

When Karl and Danny first enter the Striking Vipers X virtual space, you hear Karl’s voice and Roxette’s voice stacked together initially, to bridge that gap between the female character we see visually and the male player who’s controlling her. Can you tell me about your editing approach there?

SB: I have to give credit to the dialogue supervisor Michael Maroussas. Owen had originally asked for something like that, to hear two voices throughout the game. But we backed off from this original idea so you only hear it at the beginning and end of the fights as it did get a little distracting.

But the credit goes to Michael for coming up with that sound. It makes me think of the print-through that used to happen with analog tape. It has that type of texture, as though it’s from tape. It’s a cool thing he did.

It makes me think of the print-through that used to happen with analog tape. It has that type of texture…

Also, credit goes to Doug Cooper, the re-recording mixer. He added his processing — reverbs and that sort of thing — to fit it into the space and make it feel nice and cohesive.

[tweet_box]Designing the Disturbing Sound Black Mirror’s ‘Striking Vipers'[/tweet_box]

 

What was your most challenging scene for sound? What went into it?

SB: I think it was the fight between Danny and Karl outside in the rain. It was quite hard getting their footsteps to sound nice and natural. The production sound there was obviously tricky because of the rain machines.

It’s funny, the UI sounds come quite naturally, and I love creating natural spaces and ambiences, but it was a struggle getting that exterior rain scene to sound nice and natural with their footsteps in the puddles.

 

What was your most challenging single sound to create?

SB: That’s a difficult one. I’d have to say it was the sequence of Danny first dropping into the game. There were a few versions of that. By the time we got final picture, we were getting close to final mixing. The challenge was to come up with a great idea in a short space of time.

The little infographic that is prompted at the end of the game was also an interesting one. Getting the sound to feel like it was rotating in the little box was great fun. I think where they exit the game there is one of my favorite sound moments in the show.

 

In terms of sound, how was Striking Vipers a unique experience for you?

SB: With every project you have to approach things differently. What’s unique about the show is working for Charlie and Annabel Jones (executive producer). They’re really amazing to work for. It’s not often that you get challenged like that on projects. When you see what they’re trying to do and you get to talk to them about it, it’s a real inspiration to be around as it really drives my creativity. To have so many intricate sound elements that are fundamental to the narrative of the show really showcases how important sound design can be in the overall experience. I like to think that what we do with sound is a type of sculpture. The episodes of Black Mirror I have worked on have really challenged the breadth of my skills. I have to pinch myself at work every day that someone is actually paying me to mess around with sound.

 

A big thanks to Steve Browell for giving us a behind-the-scenes look at the sound of Black Mirror and to Jennifer Walden for the interview!

 

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    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Hello Creators!

    Here’s my new pack: “Fantasy Combat Sounds – Volume 02“



    Fantasy Combat Sounds (volume 02)  ·  The Sound Guild


    The approach for this pack was to create some special weapon & combat sounds suitable for RPG/Fantasy video games (although this sounds can be used in different audiovisual creations)

    In this pack there are: 

    – Slashes, magic swords, different special attacks…

    – Impacts, hits, magic impacts, etc…

    – Arch sounds

    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a sampler.

    I will upload a making-off video.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Bundles Musical Textures Play Track 863 sounds included $179

    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!

  • 344 Sound Effects proudly presents The Antiques Collection, a meticulously recorded bundle that captures the distinct, textured sounds of objects from a bygone era. The sonic qualities of antique items can be elusive, often requiring specific techniques and a variety of recordings to faithfully reproduce their authentic character. With this collection, our in-house team has delivered a suite of high quality recordings designed to bring depth, age, and historical richness to your projects.

    The Antiques Collection features a thoughtfully curated selection of objects, sourced over several years through trusted auctioneers across the UK, and a dedicated independent antiques dealer based in our home city of Manchester, the birthplace of the Industrial Revolution.

    This bundle contains recordings of antiques such as mechanical typewriters, rotary telephones, vintage bottles, dusty books, old clocks, metal boxes, luggage, and antique cutlery. These aren’t just props, they’re full of tonal nuance. From the weighty click of typewriter keys to the gentle clink of glass bottles, every sound has been captured with precision and care to highlight the tactile, resonant qualities that only age and craftsmanship can produce.

    Each recording in this bundle was performed and captured under controlled studio conditions, meticulously tested across a variety of surfaces and materials to ensure realism, clarity, warmth, and sonic consistency. You’ll hear the weighty thud of vintage luggage being set down, the crisp ticks of antique wooden clocks, the textured rustle of pages in a well-worn book, and the delicate clink of aged cutlery against a handcrafted oak table. Whether you’re designing sound for period films, historical documentaries, games, or audio dramas, this bundle provides an immediate and authentic solution, saving you the time and effort of sourcing rare items yourself.

    With over 700 files and 2.8GB, 24bit, 96kHz, of professionally captured antique recordings, this bundle offers a comprehensive library of unique, characterful sounds, making it your go-to resource for adding genuine vintage detail and historical depth to any audio project.

  • Explore the essence of Earth’s raw energy through Elements Enhanced, the latest sound effects library from 344 Audio. This collection captures the core forces of the natural world, offering creatives a rich variety of recorded and designed sound effects to elevate their projects and spark new levels of inspiration.

    This is not a weather library, it’s something  elemental, immersive, and designed to capture the raw forces of nature in their most creative and cinematic form.

    Over an extended period, our expert team at 344SFX has meticulously synthesized, recorded, and shaped sounds drawn from the earth’s most formidable elements, delivering a bundle that puts the raw power of nature at your command. We braved the elements, so you don’t have to.

    This bundle includes an array of elemental textures, from designed air thrusts and sweeping pass-bys to electromagnetic ambiences, glitches, movements, and surging currents. Hear fire in all its forms: from subtle crackles and sharp pops to roaring flames and bubbling geothermal lava flows. Shape scenes with intricate leaf rustles, foliage movements, and glass impacts, scratches, and shatters. Add depth with designed liquid bubbles, splashes, whooshes, and surreal ambiences. Embrace the grounded weight of wooden impacts, gritty rock movements, and shifting dirt layers. This library offers the tools to craft immersive environments, heighten dramatic moments, maintain realism, and bring elemental forces to life across film, TV, games, and beyond.

    Inside, you’ll find a blend of pristine natural recordings and imaginative, expertly designed assets from our in-house audio artisans — making this library suitable for a wide range of film, television, and video game genres.

    With over 1900+ sound effects, each embedded with UCS metadata and delivered in both 24-bit / 96kHz and 192kHzElements Enhanced is your toolkit for elemental sonic storytelling.


   

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