Supervising Sound Editor Jacob Bloomfield Asbjoern Andersen


Jacob Bloomfield-Misrach is a supervising sound editor, composer, and owner of both IMRSV Sound and Berkeley Sound Artists. Both companies are based in Berkeley, CA, but with a presence in New York, Los Angeles, and San Francisco. Jacob oversees over 100 projects per year. His work includes the films Crip Camp, You Cannot Kill David Arquette, 12 Hour Shift, Junho, and the animated series Go!Go! Cory Carson, and The North Pole.
Written by Doug Siebum, photos courtesy of Peter Lyons
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Doug Siebum (DS): How did you get your start in film sound?

Jacob Bloomfield-Misrach (JBM): My entrance into film was a gift. I had been working in a guitar shop in Brooklyn for a couple of years, mainly to support my habit as a musician and a lover of sound. An old friend came in one day and we started chatting about his location sound company. One of his engineers had left town and I offered to help out, so he gave me a start as a boom op and production sound mixer. There wasn’t much training involved. It was kind of crazy actually. I stayed up all night before the first job reading the manual of a Sound Devices 722 and watching YouTube videos on Lav placement. But it wasn’t long before I found myself on set with Lexus, The New York Times, and Saturday Night Live.
 

DS: And how did you transition into post production and sound design?

JBM: I’m so glad that I had several years of experience in production sound. I think everyone should do that first, before transitioning into post. It informs the decisions we make as sound designers. But I also knew that I preferred the process of creating and crafting sounds in post, especially musical sound design. Also, those 4:30am call times for SNL were brutal! So I started to make the shift into post.
 



YOU CANNOT KILL DAVID ARQUETTE Trailer (2020) David Arquette Documentary


Trailer for You Cannot Kill David Arquette

DS: What originally peaked your interest about indie films?

JBM: I love independent films. They often have the most heart, and they often take the biggest risks. Also, they were the only jobs I could get when I was first starting out. Some of my favorite clients today are still the ones making really creative, low budget and self funded projects.
 

Budget is probably the biggest one. It could be a friend’s film, or a good film with no funding, but we all work on indie films from time to time with little to no budget. And that’s ok!

DS: What are some of the challenges of doing indie films?

JBM: Budget is probably the biggest one. It could be a friend’s film, or a good film with no funding, but we all work on indie films from time to time with little to no budget. And that’s ok! It’s part of the process. I used to tell young sound designers that when you’re starting out you should say yes to everything. Take on the low budget projects because it’s good experience, it will hone your craft, and you’ll build relationships with clients. But guess what? I still do it! And I still try to say yes to everything. I just did a job last month, mixing for John Nutt. Relatively speaking it was a pretty tiny budget. But it was a great film, and I got to collaborate with John who is an epic sound designer (Apocalypse Now, Amadeus, Iron Man). My realization is that the value of working on indie films never stops. We are always honing our craft, we are always building relationships, and I think it’s a great thing to say yes to a good project, even if it doesn’t pay very much.
 



Go! Go! Cory Carson NEW Preschool Series Trailer 🚘 Netflix Jr


Trailer for Go! Go! Cory Carson

DS: What’s the typical budget for an indie film?

JBM: Ugh! There’s no answer for that. “Indie” can mean so many things. If we’re talking about true, independent filmmakers, who are not funded by a major production company, then the price range for post sound can be from “I’ll owe you a favor” to $100k. A lot of indie films these days have private funding who actually have quite a lot of money. But if it’s not associated with a production studio then it could still technically be considered indie. I think that the best thing to do is to value your time. Try to present a budget proposal based on how much value you bring to the project, but also how much value the project brings to you.
 

My goal as a sound designer and supervisor is to push the filmmakers into thinking about the sound for the film before it gets to me.

DS: Are the producers or the director usually thinking about post sound ahead of time?

JBM: Great question. I hope so! But not always. My goal as a sound designer and supervisor is to push the filmmakers into thinking about the sound for the film before it gets to me. Here’s a simple trick for that. Ask your client to create a google spreadsheet with timecoded notes, outlining all of their ideas for sound, before you have your first spotting session with them. That way, once you start working together they’ve already given the sound quite a bit of thought. It makes the spotting session much more focused, and there are less variables in how to proceed with the design of the film.
 


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    2% FOR THE ENVIRONMENT & CARBON NEUTRAL:
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    GEAR USED:
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    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

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DS: Are they usually planning on finding distribution or putting their film in festivals?

JBM: Most of the indie films we work on have festivals in mind for the initial goal. And from there they hope to find distribution. Usually they are looking for both.
 

DS: Do they usually have a schedule in mind?

JBM: Yeah, most of time, clients come knocking when they have a festival deadline. So we work backwards with them to sort out the schedule. A typical work up on an indie feature takes us around 6 weeks. We’ll make sure they are picture locked and ready to go by then.
 

Supervising Sound Editor Jacob Bloomfield

DS: Does the director usually keep coming back to you or is it usually a one off thing?

JBM: The thing I love the most about Berkeley Sound Artists and IMRSV Sound are our clients. They have been repeat customers for years. Sometimes for decades! James LeBrecht founded Berkeley Sound Artists 25 years ago, and he’s established relationships with those filmmakers that have made them like family. We are very fortunate to be a part of a filmmaking community that has come back time and time again.
 

DS: I see that you are also a composer. Can you talk about your approach to a film as a composer vs. your approach to a film as a sound designer?

JBM: Yeah, they are different but also very closely tied together. The goal for both is to elevate the emotional experience of the film. I’ll often use music as a sound design element. And I’ll often use sound design or Foley as a musical element. Johann Johannsson is one of my favorite composers. You can feel the landscape and the sound design in his scores.
 

[tweet_box]Jacob Bloomfield-Misrach shares tips and experience in working on indie films[/tweet_box]
DS: Are they typically doing stereo or 5.1 or other formats?

JBM: Pretty much all the films we work on need 5.1 mixes. Streaming platforms and festivals require 5.1 deliverables. So we typically start all of our projects in surround, and our template has been built to have a solid stereo downmix with stereo stems ready to go. That way it’s easy to create any assets the client might need in the future right from the get go.
 

I love keeping a diverse portfolio. It keeps things interesting.

DS: Do you work on other things besides indie films?

JBM: Oh sure! We work on everything. Facebook commercials, animated Netflix series, Marvel ADR… we have quite a range. Then there’s everything in-between, like books on tape or AI voice construction. I love keeping a diverse portfolio. It keeps things interesting.
 

DS: Do you have any final thoughts that you would like to share?

JBM: Nothing in particular. I love what I do and we have a great team at IMRSV Sound & Berkeley Sound Artists. We all love talking about the craft, so I encourage people to reach out to us if they have any questions. Also it was a pleasure chatting with you Doug!
 

A great big thank you to Jacob Bloomfield-Misrach for sharing some of his stories and experience with us. You can find him on IMDb here and at Berkeley Sound Artists here and IMRSV Sound here.

Bonus Video: The importance of audio post in indie film:

Want to learn more about sound for indie film? Here, award-winning sound designer Ugo Derouard demonstrates five steps of audio post production, and how they affect a given scene:



Audio Design: Sound is 70% of What You See


Topics and playing times:
2:20 Sound Editing • 3:05 Spotting Session • 3:37 Dialog Editing • 7:03 Sound Design • 11:08 Sound Mixing

 

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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:

  • Firearms Sound Effects Analogue Ordinance Play Track 6300+ sounds included, 293 mins total $96

    Analogue Ordinance is a massive construction kit for science fiction weapon sounds, made entirely with hardware synthesizers, mastered entirely in the analogue domain, and with more variations per sound than any library of its kind. Absolutely no software plug-ins of any kind were used in its creation, except for its collection of ready-to-use designed sounds to show what can be done with the library’s constituent parts.

    Masterminded by sound designer Nathan Moody, this library’s unique sonic language delivers about five hours of material, pushed hard through op amps, transistors, tubes, and transformers. Boutique and unique, customized synthesizer modules were used in conjunction with mastering-grade studio hardware to create sounds that range from retro and cute to modern and devastating.

    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

    But the flexibility doesn’t stop there. Reversing the sounds suddenly turns charge-ups into body elements, and vice versa. Each group has some frequency overlap with the others, so they can be mixed interchangeably outside of their labeled or intended uses with filtering and time/pitch manipulation. While the sounds are designed to be layered with themselves, this library plays very well with others, providing thousands of sweeteners to “tech up” any near-future gun or projectile-based firearm, magical attacks, superhuman abilities, or even user interface elements.

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Latest sound effects libraries:
 
  • Firearms Sound Effects Analogue Ordinance Play Track 6300+ sounds included, 293 mins total $96

    Analogue Ordinance is a massive construction kit for science fiction weapon sounds, made entirely with hardware synthesizers, mastered entirely in the analogue domain, and with more variations per sound than any library of its kind. Absolutely no software plug-ins of any kind were used in its creation, except for its collection of ready-to-use designed sounds to show what can be done with the library’s constituent parts.

    Masterminded by sound designer Nathan Moody, this library’s unique sonic language delivers about five hours of material, pushed hard through op amps, transistors, tubes, and transformers. Boutique and unique, customized synthesizer modules were used in conjunction with mastering-grade studio hardware to create sounds that range from retro and cute to modern and devastating.

    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

    But the flexibility doesn’t stop there. Reversing the sounds suddenly turns charge-ups into body elements, and vice versa. Each group has some frequency overlap with the others, so they can be mixed interchangeably outside of their labeled or intended uses with filtering and time/pitch manipulation. While the sounds are designed to be layered with themselves, this library plays very well with others, providing thousands of sweeteners to “tech up” any near-future gun or projectile-based firearm, magical attacks, superhuman abilities, or even user interface elements.

    Add some hardware to your warfare. From concealable stun pistols to orbital artillery, Analogue Ordinance provides a fresh injection of new source material for your sci-fi weapon designs.

    20 %
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    Deep Underwater Designed is a collection of ready-made designed underwater sounds.

    The library includes a range of FX including various underwater movements, atmospheres, explosions and bubbles; this in combination with different sonic textures and deep underwater perspectives.

    Atmospheres are over 5 minutes in duration (for surround application).

    No hydrophones were used in the creation of this library.

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    8. Suzuki SX4 2006 subcompact crossover SUV sport utility vehicle

    9. Tesla Model Y 2020 electric mid-size crossover SUV sport utility vehicle

    10. Volkswagen Tiguan 2007 compact crossover SUV sport utility vehicle

     

  • SMALL MOTORS, BIG VALUE – TINY TECH IN ACTION
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    WHIZ, WHIRS, REVS AND PURRS FOR YOUR PROJECT
    We captured the sounds of small electric motors from various household items, then meticulously edited them to be useful as practical effects or manipulated as sound design. Our recordings feature blenders, coffee grinders, drills, food processors, handheld massage vibrators, a tiny whipping frother, toothbrushes, razor/shavers, and a wine opener. Each sound was recorded in 24-bit/96kHz to minimize audio artifacts when processing as unique sound design. Every file includes Soundminer-compliant metadata and an organized file naming structure, allowing you to spend less time searching and more time creating.

    20 %
    OFF
    Ends 1727128799
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    10 %
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    Ends 1727128799

   

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