Cinematic sound design Asbjoern Andersen


When it comes to sound for game cinematics, Samuel Justice and Chris Sweetman are an experienced bunch. They’ve created audio for cinematics for games such as Battlefield 1, Mirror’s Edge Catalyst, Injustice 2 and many more. And in this talk with Samuel Justice, co-founder of Sweet Justice, he shares their key tips and advice on how to create outstanding sound for cinematics:


Interview by Anne-Sophie Mongeau



 

First, could you tell us a bit about Sweet Justice and how you came to be an award winning studio for cinematics, trailers and game audio?

Samuel Justice: Sweet Justice started 2-3 years ago after myself and Chris Sweetman were introduced by our good mutual friend Ben Minto, Chris and I had dabbled with the idea of setting up a formal title for initially what was ourselves being contracted to various game studios to help them with audio design, whether it be for audio assets for a game or cinematics. Since then things have grown and grown exponentially and we’ve found ourselves being one of the go to companies in Europe for game audio services and a variety of other audio services. What started as just the two of us has grown into a core team of 6-8 folks, with a further small pool of talent we use, which allows us to scale up and down for projects as needed.
 



EVE Online - Birth Of The Capsuleer


EVE Online – Birth Of The Capsuleer cinematic, Audio by Sweet Justice Sound


 

Can you describe what process you generally follow when starting a new cinematic or trailer project? Is there an established pipeline that takes you to a finished product or does it depend on the project?

SJ: We have an internal process “template” that we follow when speaking to clients for the first time, this allows us to make sure we get as much information as possible to help us understand the project from the get go. Every studio likes to work differently and in their own way and they need us to understand their workflow to every last detail.

Every studio likes to work differently and in their own way and they need us to understand their workflow to every last detail

A lot of the time initially is spent explaining how we work and being educated on how a particular studio works. We then adjust our pipeline to best suit the needs of the project/studio. This can be anything ranging from using DAW templates the studio are wanting us to use, creating temp audio to make sure we understand the style and tone, collaborative delivery methods (Dropbox, Box etc) or a studio being totally comfortable in allowing us to go away and use our own methods to create.

The most important part is fully understanding exactly what the client is after with the project and the sound they want to achieve. Understanding the title thoroughly and making sure all lines of communication are set early on. Not establishing these “rules” can make things much harder down the line.

If we’re focusing on game audio design and implementation, and the client is using an engine we’re not familiar with, then we will make sure to educate ourselves by any means necessary on how best the engine works, this usually requires onsite visits as well. There’s quite a rabbit hole involved in that process (is the audio implemented through an interface or through script? If an interface, then we need to learn the tool, if scripting, then what language etc etc).
 

You sometimes use licensed music in your work, can you identify some of the pros and cons?

SJ: It can be great fun working to a piece of music that you really feel can help push the work you’re doing forward, technically though there are always challenges. For example in Battlefield 1 – the intro cinematic was using the famous piece of music by Margo Bingham “Dream a little Dream of me”, we weren’t able to receive stems of the music for the cinematic in time before the piece had to be completed. We ended up using a fantastic tool called ADX TRAX PRO to strip the vocal and music separately from the master which allowed us far better control over the mix, especially considering the sound and visuals of the piece are meant to convey flowing in and out of reality. It allowed us to process the vocals and the music separately to support this. For the surround mix we were able to upmix the music whilst keeping the vocals right at the front, which again helped support the narrative of the piece by making it feel dreamier but also allowing the vocals to have the correct clarity needed.

https://www.youtube.com/watch?v=dg9g7vdudOM

Storm of Steel – Battlefield 1 intro

Other cases we’ll receive stems for a piece, they can range anywhere from 7-8 tracks to over 40-50 tracks. That certainly helps the mix process, as it allows us to shape the music to help support the piece. Normally you’ll find the music was never written to be played in such a specific manner or on a specific piece, so it requires massaging to help it fit with everything else.

We have a lot of fun with clients when we’re approached to help them choose a piece of music for their work, as it requires us to be on the project from an early stage, you can really build up a rapport with a team at the point which helps bring out the best work in both parties.
 

What is the workflow regarding video editing? Is there back and forth between you and the video editors? Do they rely on audio for visual timing?

SJ: When asked we will help feedback on a video edit and help steer it in a direction that would make the audio stand out just as well as the visual components. There have been occasions where we’ve been asked to do scratch edits of sounds and then the video edit will actually be cut in sync to the sound created. There are other times when the video editors have a laser sharp focus on their edit and know exactly what they want to achieve, they will direct us on how they want the piece to sound (sometimes to a pinpoint). It really comes down to knowing the client, knowing the project/piece and knowing if us speaking up will help the edit, or if we’re just another cook in an already busy kitchen.
 

[tweet_box]How to create outstanding audio for cinematics – a Q&A with Samuel Justice[/tweet_box]  

One of the ways your soundtracks stand out is how the emphasis seem to always be put at the right place at the right time. Do you have strategies when it comes to selecting which moments to emphasize on and how best to do it?

SJ: That really comes down to the mix process, Tim Nielsen wrote a FANTASTIC piece for Designing Sound a few years ago called “The Art of Economy”. It sums it up nicely – a lot of the focus is achieved by stripping back and muting unnecessary sound effects, taking away as much as possible to really get that laser focus on the specific moment.

A lot of the focus is achieved by stripping back and muting unnecessary sound effects

We’ll have a lot of back and forth with the client on what they want to portray at any given moment, what emotion they want the viewer/listener to feel and how the sound helps propel that story.

The end goal is to make sure that the client/teams vision is realised not only visually but through the use of sound as well, the mix process is the most important part of that step. You have to be prepared to “kill your darlings” to support the vision. No matter how great you think a design might sound, if it doesn’t work with the piece, it has to go.
 

What are you main mixing strategies and tools?

SJ: It all depends on the project, we run PT HD rigs but we also use Nuendo and Reaper, so it varies project to project. Making sure the mix translates onto a variety of listening setups (phones, laptops, tv’s etc) is very important these days so we’ll make sure to focus on that at one point during the mix process. Understanding the technology that the pieces are being played back on is also important – as all game engines will playback the audio through their own systems which contain built in DACs (digital-to-analog converter). Audio teams will also master the entire output of the title which normally involves at least some EQ and some of compression/brick wall limiting, making sure we’re aware of these and understanding how our work will sound through a mastering setup that we might not have directly to hand for reference is very important.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • COMPATIBLE WITH ANY VIDEO SOFTWARE
    CRAFTED BY INDUSTRY PROFESSIONALS
    INSTANT DIGITAL DOWNLOAD
    100% ROYALTY FREE

    Introducing the Ultimate Sound FX Bundle – your all-in-one solution to level up your audio game! Say goodbye to wasting countless hours searching for the perfect sound effects, and hello to a seamless editing process that enhances your creativity.

    This bundle includes sound effects from different genres and subjects, so you’ll have everything you need right at your fingertips. Whether you’re working on a film, game, podcast, or music project, this bundle has got you covered.

    With the Ultimate Sound FX Bundle, you can speed up your workflow and take your creativity to new heights. Imagine having access to a vast library of high-quality sound effects that perfectly match your project’s needs, all in one place. No more time wasted on sifting through endless sound effect libraries – this bundle has it all.

    Don’t let sound effects be a pain point in your creative process any longer. Invest in the Ultimate Sound FX Bundle today and experience a smoother, more efficient workflow that unleashes your full creative potential.

    Image
    78 %
    OFF
  • User Interface (UI) Sound Effects Interactive Play Track 3917 sounds included, 225 mins total $120
    User Interface (UI) Sound Effects - get more than 3900+ sounds in the INTERACTIVE sound library

    Introducing ‘INTERACTIVE’ by Rock The Speakerbox: Your ultimate organic Game UI Sound Design Toolkit. Elevate your UI sound design with a comprehensive sound effects library crafted to meet the exacting demands of modern game development. ‘INTERACTIVE’ is a massive toolset designed to empower you with a diverse range of components for creating immersive, dynamic and organic sounding UI.

    Structured into three packages:

    Construction Kit (3151 Sounds):
    Unlock a world of possibilities with a massive set of generic components like clicks, whooshes, pops, and textures, alongside elaborate recordings for specific contextual needs such as coins, paper, medieval weapons and many more. Explore elemental textures like water, wood, stone, etc for added depth and a comprehensive arsenal of percussive and tonal instruments.

    Building Blocks (606 Sounds):
    Streamline your workflow with pre-designed sounds of basic UI components, including impacts, clicks, whooshes, specific contextual actions and textures (clattering coins, rustling paper, igniting fires, alchemical reactions, growing vegetation) plus tonal and musical feedback for different moods (positive, negative, rewarding, warning, triumphal, holy)

    Designed (160 Sounds):
    Choose from four sets of ready-to-use sounds tailored for the most common UI actions in different game styles (Casual, Dark, Medieval, Modern).

    Each of the four sets gives you following UI sounds:
    • Confirm
    • Select
    • Notification
    • Purchase
    • Open Menu
    • Back/Close Menu
    • Positive Light
    • Positive Heavy
    • Negative Light
    • Negative Heavy

    With 699 sound files, each offering more than 5 variations in average, ‘INTERACTIVE’ delivers a total of over 3900 sounds – ensuring that you’ll never run out of options to bring your creative vision to life. This library gives you everything you need to captivate your audience and create immersive UI soundscapes that truly resonate.

    20 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM137, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.


    Recording John Deere 1065 1981 combine harvester


  • Game Audio Packs 8-Bit Legend Play Track 543 sounds included $50

    Awaken sound designer, your 8-Bit Legend is about to begin! 8-Bit Legend is a heroic SFX library of retro sounds made using the Gameboy’s sound chip. After countless battles, and leveling up we captured the nostalgic sounds of the 8-bit era.

    In a quest to compile the ultimate 8-bit SFX library we traveled back in time to study the scrolls of sound from the legendary Sonic Sages.

    Though filled with trials and tribulations we returned to the present with our spoils, a treasure trove of recorded sounds compiled into the epic tome: 8-Bit Legend!


Latest releases:

  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

    29 %
    OFF
  • CRRRACK!!!

    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

    26 %
    OFF
  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

    28 %
    OFF
  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $20

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine

Need specific sound effects? Try a search below:


On a more practical basis, can you tell us more about the workflow of working as an outsourcer for game studios? What kind of relationship do you have with the studio and how do communications work?

SJ: Project discussions usually begin very early on, there’s been a few projects that we’ve been in talks with developers 2-3 years prior for us getting pulled in – that’s where we’ll establish the best lines of communication and expectations around communication. We do make sure we’re available to the client 24/7, at the very least via email/skype/slack – the nature of the business and how tumultuous projects can be requires us to be accessible at any given moment.

If it’s a trailer then normally the video editor is the first point of contact, for game cinematics then it’s usually the game director and audio director (or a member in the sound department who is very much entrenched and knowledgeable about all things making sound in the project) who we speak to the most. For projects where we’re directly working with a title (game audio implementation etc) then we’ll likely have a multitude of contacts that we need to keep in touch with throughout. The mindset you need to establish is that you are an extension of their audio team, the client needs to be able to reach out and talk to you in a language and tone that they would with any other member on the team, expressing what they like and don’t like about the work in a way they feel most comfortable.

Feedback is valued massively and is very key to us evolving

Learn from the client and the studio as much as you can, it’s the best way for us to grow as sound designers and individuals, feedback is valued massively and is very key to us evolving, it keeps you pushing and striving to do your best work possible.

One very important mindset is to lose any ego, any tiny tidbit of it – flush it away! If you have an ego you just won’t last long. When you’re in a creative discussion with a team they don’t want to hear about how “great” your work is or how many awards you’ve won – they want you to deliver. If they’ve hired you then that is a huge sign of confidence – as soon as you open that door and start that working relationship, make sure the ego is left outside in the rain.



EVE: Valkyrie - Launch Trailer | PS VR


EVE: Valkyrie – Launch Trailer, Audio by Sweet Justice Sound


 

When working on in game cinematics and cutscenes, how do you make sure to remain coherent with gameplay audio and provide seamless transitions in terms of mix, assets and aesthetics?

SJ: This is extremely important, for in game cinematics there are two kinds of pieces – Pre-Rendered cinematics (these are cinematics that are usually outsourced to an external video production house, and visually look quite different from the game itself). Then you have the in game cutscenes – these can also be offline (pre rendered in the game engine so they are not playing at runtime) but are visually built from game assets and look exactly like the game.

With Pre-rendered cinematics it’s very important that the mix of the piece is cohesive levels wise with the game, so the user doesn’t have to turn their playback system up or down when listening back, but creatively you are allowed to go a bit further and perhaps try stuff that wouldn’t necessarily work from an “in game cutscene” perspective. How far we can go with this depends on discussions with the team and the audio department.

The in game cutscenes require the flow of game -> cutscene -> game to be a seamless as possible, we are normally allowed a lot of creative freedom to craft the audio, but the key is that it feels wholly consistent with the game itself. If it doesn’t flow and feel right, then the listener will get pulled out of that experience and we will have sucked at our job :-), it is imperative to learn as much as you can about the project.
 

A big thanks to Samuel Justice and the Sweet Justice team for this interview!

 

Please share this:


 



 
 
THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • COMPATIBLE WITH ANY VIDEO SOFTWARE
    CRAFTED BY INDUSTRY PROFESSIONALS
    INSTANT DIGITAL DOWNLOAD
    100% ROYALTY FREE

    Introducing the Ultimate Sound FX Bundle – your all-in-one solution to level up your audio game! Say goodbye to wasting countless hours searching for the perfect sound effects, and hello to a seamless editing process that enhances your creativity.

    This bundle includes sound effects from different genres and subjects, so you’ll have everything you need right at your fingertips. Whether you’re working on a film, game, podcast, or music project, this bundle has got you covered.

    With the Ultimate Sound FX Bundle, you can speed up your workflow and take your creativity to new heights. Imagine having access to a vast library of high-quality sound effects that perfectly match your project’s needs, all in one place. No more time wasted on sifting through endless sound effect libraries – this bundle has it all.

    Don’t let sound effects be a pain point in your creative process any longer. Invest in the Ultimate Sound FX Bundle today and experience a smoother, more efficient workflow that unleashes your full creative potential.

    Image
    78 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM137, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.


    Recording John Deere 1065 1981 combine harvester


  • Game Audio Packs 8-Bit Legend Play Track 543 sounds included $50

    Awaken sound designer, your 8-Bit Legend is about to begin! 8-Bit Legend is a heroic SFX library of retro sounds made using the Gameboy’s sound chip. After countless battles, and leveling up we captured the nostalgic sounds of the 8-bit era.

    In a quest to compile the ultimate 8-bit SFX library we traveled back in time to study the scrolls of sound from the legendary Sonic Sages.

    Though filled with trials and tribulations we returned to the present with our spoils, a treasure trove of recorded sounds compiled into the epic tome: 8-Bit Legend!

Explore the full, unique collection here

Latest sound effects libraries:
 
  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

    29 %
    OFF
  • CRRRACK!!!

    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

    26 %
    OFF
  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

    28 %
    OFF
  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $20

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine


   

2 thoughts on “How to create outstanding audio for cinematics – a Q&A with Samuel Justice

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.